Fighting the infinity beast

(12) The Vanquisher act II

  • Leaving for Leyawiin

    Leaving for Leyawiin
    Do'zha Khaspar drives the Vanquisher to Leyawiin, where a Penitus Oculatus agent believes to have found the location of a missing Merid-Nunda tablet, essential for defeating the Cataclysm. While driving along the Niben River, the Vanquisher has the option to question Do'zha about the situation in Elsweyr and learn about the history of the Khajiit nation. A Khajiiti Vanquisher can suggest that they've visited Elsweyr before the Cataclysm.
  • The Jewel of Topal Bay

    The Jewel of Topal Bay
    Leyawiin is the fourth-largest city in Cyrodiil, located in the extreme south of the province. It's a culturally vibrant city with a breezy tropical climate, reminiscent of Southern Elsweyr and the Summerset Isles. Leyawiin is considered to be the most livable city in Cyrodiil due to its low crime rate, sunny climate and tolerance of non-Imperial residents. Leyawiin is also home to the Phillida Hills, a district populated by large Imperial tech corporations and science parks.
  • Arriving in the Mothril Cell

    Arriving in the Mothril Cell
    The Mothril Cell, established inside a local hotel, is a lot more fancier and accommodating than the Honmund Cell in Bruma. Its operator is Do'zha Khaspar and it exists to monitor Leyawiin and its internal affairs. While living inside the Mothril Cell, the Vanquisher gains access to private quarters, a staffmaster, a medical bay and a tiny chapel dedicated to the Nine Divines. Additionally, the Vanquisher can access a main area, where they can relax and interact with their companions.
  • Psyria's return

    Psyria's return
    Psyria Aelaire, the former leader of Thalmor Talons, was thoroughly investigated by the Penitus Oculatus. She was found to be not guilty of traitorous activities and allowed to assist the Penitus Oculatus as an "adviser". Although Psyria detests the Empire, her hatred of the Dragon League surpasses her prejudices. Psyria is currently located in the Mothril Cell and is either sympathetic or uncaring towards the Vanquisher's return, depending on the Vanquisher's previous dialogue choices.
  • Leyawiin's assignments

    Leyawiin's assignments
    In Leyawiin, the Vanquisher can perform four quests:
    1) The Vanquisher can assist Agent Mikael Corvidus in retrieving the third Merid-Nunda tablet.
    2) The Vanquisher can assist Agent Psyria in retrieving a former member of the College of Whispers from a mental asylum.
    3) The Vanquisher can assist Agent Do'zha in evacuating High Chancellor Aurelius Gregorius from an imminent threat.
    4) The Vanquisher can assist a former member of the College of Whispers in acquiring a Dwemeri artifact.
  • The Third Tablet begins

    The Third Tablet begins
    While working undercover, Agent Mikael Corvidus had gotten acquainted with a group of necromancers. Although his original mission was to expose the group as a threat to the Empire, he soon discovered that the group had recovered the third tablet of the Merid-Nunda Prophecy, which they attempted to decipher. After the group shunned Mikael for his unwillingness to engage in necrophiliac activities, a more confrontational way was needed to secure the third tablet.
  • Profile: Mikael Corvidus

    Profile: Mikael Corvidus
    Mikael Corvidus is a battlemage in service of the Penitus Oculatus. He was born in the Imperial City. After finishing high school, Mikael enlisted in the Imperial Legion. As a young soldier of Legio XIX Noctes, he was sent to pacify the region of Western Reach. Mikael befriended a local elderly wizard, who taught him the art of Destruction magic. He deserted from the Legion and spent 10 years of his life training in a Reachmen monastery. Eventually, Mikael was recruited by the Penitus Oculatus.
  • Personality & Appearance: Mikael Corvidus

    Personality & Appearance: Mikael Corvidus
    Mikael is 33 years old by 5E 338. He is a bearded Imperial, with green eyes and brown hair. Mikael is a good-natured person with a strong sense of duty and empathy. He has an active wish to make Tamriel a better place and never sits idle while a worthy cause waits to be fulfilled. Mikael is averse to conflict and always considers non-violent solutions before rushing to a battle. He doesn't bear any ill-will towards non-Imperial races and actively resents a xenophobic Vanquisher.
  • Sneaking around the Citadel

    Sneaking around the Citadel
    Mikael Corvidus leads the Vanquisher to the Citadel, a large Third Era castle used by the necromancers as their base. Sneaking around the Citadel, the duo observe it to be heavily guarded and impenetrable. With nothing left to lose, Mikael proposes an idea: if he could successfully convince the necromancers that the Vanquisher is an undead zombie resurrected by Mikael, he could regain their trust. The Vanquisher can choose to be either skeptical of enthusiastic over the idea.
  • A successful persuasion

    A successful persuasion
    The Vanquisher pretends to be a mindless zombie as Mikael nears the Citadel's entrance. A robed necromancer greets the duo with apprehension. Mikael presents the Vanquisher as a new addition to his personal zombie army. The necromancer asks the Vanquisher to attack Mikael. After the Vanquisher punches him a few times, the necromancer is pleased and allows Mikael and the Vanquisher to enter the Citadel.
  • Entering the Citadel

    Entering the Citadel
    The Citadel is an eerie place, littered with corpses and staffed by robed figures. While traversing the castle, Mikael praises the Vanquisher's great imitation of a zombie. Mikael and the Vanquisher gain entrance to the highest reaches of the Citadel, where the third tablet is being guarded by the leader of the necromancer tribe, a man called Ja'gro.
  • Meeting with Ja'gro Zhir

    Meeting with Ja'gro Zhir
    Ja'gro Zhir is a Khajiiti necromancer and a self-styled King of the Dead. He greets the duo with a psychotic stare and attempts to command the Vanquisher to cannibalize their own skin. As he grows suspicious of the Vanquisher due to their unwillingness to follow his commands, Mikael asks Ja'gro to show him the third tablet. While he searches for the tablet, Mikael gives the Vanquisher his gun and instructs them to lay down and pretend to be dead.
  • The third tablet gained

    The third tablet gained
    Ja'gro Zhir shows Mikael the golden Merid-Nunda tablet, which he had been using as a coaster. As Ja'gro notices the Vanquisher laying on the ground, he steps over them and tries to use a resurrect spell. The Vanquisher springs back to life and shoots Ja'gro multiple times, killing the depraved wizard. The sound of gunfire echoes across the hallways of the Citadel, alerting other necromancers. Mikael and the Vanquisher recover the third tablet and ready themselves for a fight.
  • Fighting in the Citadel

    Fighting in the Citadel
    A group of necromancers, arriving to investigate the gunfire, are burned to death after Mikael uses a chain lighting spell. Mikael and the Vanquisher run into the main area of the Citadel, only to find dozens of angry necromancers waiting for them. Intense fighting begins after the necromancers resurrect hordes of skeletons and zombies to fight the duo. Failing to defeat them, Mikael and the Vanquisher flee back upstairs.
  • Stuck on the roof of the Citadel

    Stuck on the roof of the Citadel
    The Vanquisher and Mikael make their way to the Citadel's roof. Mikael uses a satellite phone to order an evacuation. The Imperial Legion responds and sends a military helicopter to the Citadel. Waiting for the helicopter to arrive, Mikael and the Vanquisher fight off waves of undead creatures and necromancers, who attempt to climb up the Citadel's walls.
  • The Third Tablet ends

    The Third Tablet ends
    After a few minutes of energetic fighting, a black helicopter arrives to evacuate Mikael and the Vanquisher from the Citadel, leaving the furious necromancers behind. Aboard the helicopter, Mikael and the Vanquisher try to decipher the third Merid-Nunda tablet. Mikael makes a fuss over the fact that the tablets are written in the Ayleid script, completely unreadable to modern Tamrielians. The Vanquisher, taught to read the script by Revolia, traces the words on the tablet with their fingers.
  • The first part of the Third Tablet

    The first part of the Third Tablet
    "This decision is only for Deep Folk to make. We relate the truth, and we are the best of deciders.
    And if they should see the Barrel in its full glory, they will use it to kill the Merfolk. Even when they mislead you with words of gold, those who disbelieve say, "This is not a Barrel but a Weapon."
    And they prevent Wild Folk from the Barrel and help themselves to the Barrel.
    And they do not destroy anyone except themselves, as the Menfolk are of brief minds."
  • The second part of the Third Tablet

    The second part of the Third Tablet
    "We know that Wild Folk are saddened by what the Deep Folk did. And indeed, we do not call your emotions misplaced, but it is the decision of us that
    the Barrel should not fall to the Menfolk, as your Folk is incapable of its defense.
    You are not equal to the Deep Folk. Is the blind equivalent to the seeing? Is the fool equal to the genius?
    We've considered: if there ever came the Hour of the downfall of Men - should the Barrel be unlocked? "
  • The third part of the Third Tablet

    The third part of the Third Tablet
    "We tell you that we have created the Latchkey and that it unlocks the Barrel in time of need, we tell you that we are taking this with us.
    And with us is the Latchkey until the Empire of Men ends. And we know what is on the land and in the sea. Not a leaf falls without the Deep Folk knowing it."
    - Chief Architect Nchohld Tchatharz to Queen Valasha Haromir of Vahtacen
  • The Latchkey

    The Latchkey
    The Third Tablet takes the form of a letter, sent by a Dwemer architect to one of the last surviving leaders of the Ayleids. This letter, written five thousand years ago, suggests that the Ayleids possessed a weapon capable of immense destruction, called the Barrel. The letter suggests that the Dwemer decided to lock the Barrel down with an artifact called the Latchkey in an attempt to keep the nascent Alessian Empire from acquiring it to kill the remaining Elves of Tamriel.
  • The Shining Miles begins

    The Shining Miles begins
    After the Vanquisher returns to the Mothril Cell, Do'zha tasks them to retrieve Arima Yosoko. She was a brilliant Dwemeri historian, working for the College of Whispers. Unfortunately, she was afflicted by a neurodegenerative disease called the Shining Miles. Yosoko was quarantined in an asylum called the Kreximus Gardens. Her knowledge of the Dwemer is highly necessary for Project Leyawiin, but attempts to reach Arima have been futile as the Kreximus Gardens refuses to release her.
  • A most terrible fate

    A most terrible fate
    Three years ago, a dangerous disease was observed in Leyawiin, called the Shining Miles. It is a chronic neurodegenerative disease caused by a parasite called the Shineworm. An incurable disease, the Shining Miles causes its victims to progressively lose both their long-term and short-term memories, over the span of a few years. The disease was named after the incurable memory loss the worm caused, as the afflicted only had a few years left until their last "shining miles" were gone.
  • The search for Kreximus Gardens

    The search for Kreximus Gardens
    The Vanquisher and Psyria Aelaire are tasked to safely retrieve Arima and recruit her to Project Leyawiin. As the Kreximus Gardens has an antagonistic relationship with the Penitus Oculatus and has repeatedly denied entrance to agents of the Empire, the duo are given the right to use whatever means necessary to release Arima. Psyria drives the Vanquisher to the Kreximus Gardens.
  • The Kreximus Gardens

    The Kreximus Gardens
    Psyria and the Vanquisher enter the Kreximus Gardens, an asylum for the mentally ill. While they speak to a front desk clerk, a group of armed guards surround the duo. The Vanquisher inquires of their purpose, and the clerk suggests that the Kreximus Gardens has had a very troublesome past with Imperial authorities. Psyria feels persecuted by the guards and points her gun at the clerk's head. The Vanquisher can choose to either stop Psyria or to allow her to continue.
  • A turn for the worse

    A turn for the worse
    The armed guards interpret Psyria's move as a threat and violently detain her. A bag is placed on the Vanquisher's head as the armed guards take them and Psyria to separate directions. The Vanquisher is taken downstairs and thrown into a prison cell. One of the guards places a loaded pistol in front of the Vanquisher and gives them a minute to "do the right thing".
  • Doing the wrong thing

    Doing the wrong thing
    Puzzled by the brutality of the guards of the Gardens, the Vanquisher takes hold of the pistol they were given. It contains a single bullet, which dooms the Vanquisher to a desperate situation. As the Vanquisher hears footsteps behind the cell door, they crouch and aim their gun at the door. As the door opens, the Vanquisher shoots. The bullet is stopped by a magical shield. Psyria tells the Vanquisher to stop shooting and follow her. The Vanquisher, relieved and embarrassed, follows Psyria.
  • The true purpose of the Kreximus Gardens revealed

    The true purpose of the Kreximus Gardens revealed
    Psyria had overcome her captors and, clad in a bulletproof arcanoemitter-equipped robe, rescued the Vanquisher. As Psyria walks into the center of the Gardens, she tells the Vanquisher to look upstairs. The Vanquisher notices a pale blue light emanating from inside an upstairs rooms. As strange blue lights are telltale signs of Upgraders in progress, Psyria proposes to the Vanquisher that they've accidentally stumbled onto a secret Dragon League institution.
  • Psyria's theories proven

    Psyria's theories proven
    Psyria and the Vanquisher start to look for a patient archive, from which they could gather Arima's location. While they walk in the hallways of the Gardens, the duo are attacked by the Garden's patients, who've been turned into Cold Ones. In some areas of the Gardens, lamps have been destroyed by the ravaging Cold Ones, forcing the duo to fight in complete darkness.
  • Inside the Kreximus Archives

    Inside the Kreximus Archives
    Psyria and the Vanquisher locate the Archives. While Psyria searches for Arima's file, the Vanquisher holds off waves of attacking Cold Ones. During the firefight, Psyria reads out loud the contents of the files. Some are amusing, some are disturbing and some suggest political abuse of psychiatry. Psyria praises the Empire for finally realizing what the Thalmor have been saying for years, that "troublemakers are better off dead". The Vanquisher can choose to agree or disagree with her statement.
  • Arima's file is found

    Arima's file is found
    Psyria finds Arima's file. It states that she was permanently assigned to janitorial duties in the Kreximus Cafeteria. Rather ominously, the file states that Arima was unwilling to stay put in the Gardens and that she will be "upgraded". Psyria and the Vanquisher rush to reach Arima and save her from being killed. Spotting trouble, the armed guards of the Kreximus Gardens release all of the Cold Ones locked up in underground cells, completely flooding the Kreximus Gardens.
  • The Shining Miles ends...

    The Shining Miles ends...
    Inside the Kreximus Cafeteria, Psyria and the Vanquisher discover that they were too late: the cafeteria was attacked by free-roaming Cold Ones, leaving no survivors. The duo check all the dead patients in an attempt to identify Arima's corpse. As all of the corpses have been torn apart, Psyria gives up and orders the Vanquisher to leave. The Vanquisher and Psyria depart from the Kreximus Cafeteria and notify the Imperial Legion that the Kreximus Gardens is a Dragon League outpost.
  • ...or does it?

    ...or does it?
    Returning to the Mothril Cell, Psyria and the Vanquisher notify Do'zha Khaspar that they failed to extract Arima in time. Do'zha's confused, as Mikael had located Arima in the Imperial City. Psyria and the Vanquisher are stunned when Mikael and Arima walk into the room. Arima explains that she had broken out of the Kreximus Gardens and returned to her old laboratory in the Imperial City, as she was "bored beyond tears" in the asylum. The Vanquisher is a little bit annoyed.
  • Profile: Arima Yosoko

    Profile: Arima Yosoko
    Arima Yosoko is an archaeologist and an expert of Dwemer history. She used to be a junior research assistant for the College of Whispers, whose job was to boil coffee and stock printing paper. Everything changed after she located a map from Arkngthand. The map purported to show the existence of Zirinzulft, a Cyrodiilic Dwemeri city-state. Although her theory of Zirinzulft being an undiscovered Dwemeri ruin polarized her peers, Arima's career took off and she became a renowned historian.
  • Personality & Appearance: Arima Yosoko

    Personality & Appearance: Arima Yosoko
    Arima is 27 years old by 5E 338. She's a slightly built Redguard with brown-colored eyes and short dark hair. Arima is a happy-go-lucky person, infectiously enthusiastic and endearingly zany. Although she is good-natured, Arima is uncompromisingly honest and rather insensitive. Due to her line of work, Arima is well-versed in digital technology and owns multiple gadgets, including a state-of-the-art soulgem computer. She's friendly towards Vanquishers of all races.
  • A letter from Marchan Botrel

    A letter from Marchan Botrel
    Marchan Botrel, who had taken Vanquisher's vital information during their meeting in Bravil, sent word that he had found some anomalies. He had discovered that the Vanquisher's magical profile contained some sort of a "divine interference signal". Botrel had transcribed the interference onto a magnetic tape and was attempting to decode it with the use of computers. Furthermore, Botrel suggested that the Vanquisher was low on iron and should stock up on vitamins.
  • Arima's condition

    Arima's condition
    Arima was inflicted with the Shining Miles, a parastic disease causing irreversible memory loss. During their stay in the Mothril Cell, the Vanquisher can ask Arima about her condition. She reveals that she has lost all memories of her childhood. She doesn't even remember the names of her parents. With poignancy, Arima describes seeing daily nightmares, where bug-like parasites enter her memories and tear them into shreds. Fortunately, Arima still retains her extensive knowledge of the Dwemer.
  • The Flight of the Might begins

    The Flight of the Might begins
    The Vanquisher's activities are interrupted after Agent Do'zha orders them to grab their weapons and follow her like wildfire. Chorrol had come under attack by the Dragon League and High Chancellor Aurelius Gregorius, visiting the city, was pinned down in a crashed warplane. All Penitus Oculatus agents were ordered by Empress Eärwen to report to Chorrol and save him. Do'zha and the Vanquisher enter a military jet and fly from Leyawiin to Chorrol.
  • The Oak City

    The Oak City
    Chorrol is the eight-largest city in Cyrodiil and the regional center of the Colovian Highlands. Chorrol is a rugged industrial city, dominated by textile factories, lumber mills and automobile industries. The University of the Great Oak, located in the Fountain Gate area of the city, is the most prestigious technical college in Cyrodiil. A wealthy edge city of Chorrol called Weynon is home to the Weynon Seminary, a renowned theological college centered around Nine Divines worship.
  • Arrival in Chorrol

    Arrival in Chorrol
    After they land in a military base, Do'zha and the Vanquisher observe death and destruction in Chorrol. Armies of the Cataclysm have entered Chorrol and completely overwhelmed the defenseless city. Pockets of resistance still exist inside the city, and one of these pockets contain the High Chancellor. Do'zha and the Vanquisher hop on a military vehicle and ride into the city. The Vanquisher gets a chance to use a machine gun to mow down opposing Cold Ones.
  • Locating the High Chancellor

    Locating the High Chancellor
    Do'zha and the Vanquisher are briefed about the High Chancellors's location: he is being defended by a group of partisans near the destroyed headquarters of Kaslowyn Bank. While driving through hordes of undead Imperials, the duo make visual contact with the bank headquarters. The burning wreckage is surrounded by an overwhelming amount of Cold Ones. The Vanquisher has to use their machine gun to clear a path for evacuation.
  • Meeting with Titus Senecus

    Meeting with Titus Senecus
    The duo are attacked by Dragon League soldiers, who had arrived to kill the High Chancellor. The group is led by a League agent called Titus Senecus. Defended by a magical shield, he walks up to the Vanquisher and asks them if they've reconsidered his offer. The Vanquisher recognizes his voice: Senecus was the League agent on the Cell 012 intercom who asked the Vanquisher to leave the Talons and join the League. The Vanquisher can answer "No.", "No!", "Fuck no!" or "Seriously?"
  • Evacuating from Chorrol

    Evacuating from Chorrol
    If the Vanquisher rejects Titus's offer, he picks up his radio receiver and asks someone for instructions. After a brief inaudible conversation, Titus turns to the Vanquisher and says: "Lord Marius allows you to proceed". All of the attacking Cold Ones stop dead in their tracks and the Dragon League soldiers retreat from sight. Disturbed, the Vanquisher and Do'zha run to the burning wreck and rescue the High Chancellor.
  • The Flight of the Might ends

    The Flight of the Might ends
    The Vanquisher and Do'zha drive away from the wreckage along with the High Chancellor. The Vanquisher again gains the chance to use a machine gun to kill Cold Ones. During the long drive, Do'zha patches up the High Chancellor, who took a bullet to his leg. The trio ride out from Chorrol and return to the military airbase, where they wait for evacuation. Inside the airbase, the Vanquisher can chat with Imperial Legion officers and inquire about the state of the Imperial military.
  • Encounter with the High Chancellor

    Encounter with the High Chancellor
    The Vanquisher gains a chance to interact with Aurelius Gregorius, the second-most powerful person in the Empire. He expresses gratitude to the Vanquisher and inquires about their exploits in the Penitus Oculatus. Gregorius is impressed that the Vanquisher has achieved so much in a just few months. According to him, most agents of the Oculatus use the job to "womanize and cheat taxes". Gregorius suggests that the Vanquisher should join the Legion, as the Empire is in a short supply of manpower.
  • The Eyes of the Deep begins

    The Eyes of the Deep begins
    The Divine Metaphysics, an ancient Dwemeri book used by the Dragon League to reconstruct the Numidium, was retrieved safely by the Vanquisher and Saramae Envalur from the Novaroma Library in Bruma. However, it is impossible to decipher the instructions of the Divine Metaphysics without the Lexicon: a divine portable information repository device capable of translating the Divine Metaphysics into Modern Tamrielic. The Dragon League had a Lexicon, and the Empire needs one now.
  • The Lexicon's location

    The Lexicon's location
    The Transnibenean Arcanoenergetic Corporation was an Imperial company, which provided magically-generated energy to households in County Leyawiin. The Corporation boasted that they were the only company on Nirn to produce energy by harnessing Dwemeri technology. The company collapsed after the Empire prohibited the usage of divine artifacts by private companies. During bankruptcy proceedings, the Transnibenean Corporation came clean and revealed that they had used the Lexicon to produce energy.
  • Searching for the Transnibenean Compound

    Searching for the Transnibenean Compound
    Transnibenean Compound was a large power plant, which housed the Lexicon. After the Corporation folded, they abandoned their former properties. Workers arriving to retrieve the Lexicon were surprised to find it gone. Security footage showed a group of monsters stealing the Lexicon and disappearing below the Compound. Arima and the Vanquisher are tasked to venture beneath the Compound and return the Lexicon from these hoarding monsters.
  • Entering the Transnibenean Compound

    Entering the Transnibenean Compound
    The Transnibenean Compound is a massive warehouse, devoid of all life. Arima and the Vanquisher look around the Compound in an attempt to find an entrance to its lower reaches. The Vanquisher discovers traces of black liquid, which surround a section of the floor. Arima uses a handy screwdriver to break the section apart, exposing a dusty old elevator shaft. The duo enter the elevator and press its only button: "down".
  • Elevator to nowhere

    Elevator to nowhere
    The ancient elevator rattles and shakes as it seems to ride for an eternity. Distant wind and gushing waters can be heard coming from below the elevator, pierced by occasional screech-like noises. Arima, who suffers from claustrophobia, is desperate to exit the elevator and blames the Vanquisher for leading them into a potential trap. As it finally comes to a stop, the duo see an entirely new world in front of them.
  • The Halls of Infinity

    The Halls of Infinity
    The duo enter the Halls of Infinity: a massive undiscovered cave system many hundreds of feet below Leyawiin. Filled with ancient-looking buildings and inhabited by undead Imperial Legion soldiers of the Second Era, the Halls of Infinity is a sight to witness. Arima and the Vanquisher wander through the Halls with precaution, as they wish to remain undetected. Arima is good at sneaking and often runs ahead the Vanquisher to pick up and investigate historical relics.
  • Exploring in the Hall of Infinity

    Exploring in the Hall of Infinity
    Arima uses a Sense-Dwemeri-Presence arcanoemitter device to pinpoint the Lexicon's exact location. The device makes a loud beep after successfully detecting the Lexicon's presence, alerting hundreds of undead Legionnaires to the duo's location. Arima, busy with enthusiastically running towards the Lexicon, refuses to slow down and help the Vanquisher with combat. This forces the Vanquisher to run after her while taking care of dangerous foes.
  • Meeting with an old friend

    Meeting with an old friend
    Arima and the Vanquisher freeze in place as they run into a group of Dragon League agents, who are attempting to open a large iron gate. This group is led by Oroth Vaemor, the traitorous Thalmor researcher who had joined the Dragon League as Lord Marius's personal minion. He gleefully taunts the duo by suggesting that the Lexicon's future is to sit right next to the Chim-el Adabal. As he orders the Vanquisher to drop their weapons, the League agents place explosives on the iron gate.
  • The Infinity Beast

    The Infinity Beast
    After the iron gate is blown open, a massive beast inside is awaken. The Infinity Beast, the ruler of the Halls of Infinity, screams in anger and shoots a stream of lava at the Dragon League agents, vaporizing them. Oroth flees from the Halls of Infinity in terror as the Vanquisher is forced to fight the Infinity Beast all alone. Arima, a dainty scholar, stays back and offers the Vanquisher moral support. The Vanquisher steps towards the Infinity Beast, ready for a fight.
  • A fight to remember

    A fight to remember
    The Vanquisher faces the Infinity Beast, who uses fire magic and its massive size to defeat the Vanquisher. Using either magic or modern weaponry, the Vanquisher fights back. An epic struggle ensues, with the Vanquisher using their relatively smaller size to evade the Infinity Beast and attack its weak spots. However, the Beast proves to be nigh-invulnerable. The Vanquisher nearly dies after the Beast's vaporizing ray of lava narrowly passes by them.
  • The Infinity Beast defeated

    The Infinity Beast defeated
    Arima uses the battle as a distraction in order to sneak past the Infinity Beast. She discovers the Lexicon, plugged inside a receptacle. The Infinity Beast becomes aware of her intentions and turns its attention towards her. Arima is knocked unconscious by the Beast's bone-crushing strike. The Vanquisher runs through the Beast's legs and unplugs the Lexicon from its receptacle. The Infinity Beast screams as its body turns into dust. Finally, the terrible monster has been vanquished.
  • Race against time in the Hall of Infinity

    Race against time in the Hall of Infinity
    Arima regains consciousness and uses a Restoration arcanoemitter device to heal her leg, broken by the Infinity Beast. However, there is little time to stand around as the Lexicon's removal caused the Halls of Infinity to contract and collapse. The Vanquisher is forced to carry Arima and run through the Halls, fighting off undead Legionnaires in the process. The duo reach the elevator and discover it to still be functional. Arima and the Vanquisher enter the elevator and sigh in relief.
  • The Eyes of the Deep ends

    The Eyes of the Deep ends
    As Arima continues to heal her broken leg, the Vanquisher investigates the Lexicon. It's a small dark red cube covered with Dwemeri writing. It's said to contain the memories of countless Dwemer, incredibly useful for deciphering the Divine Metaphysics. As the elevator rides upwards, the Vanquisher can choose to tell Arima that she's been an incredibly unhelpful burden. Arima is unresponsive to the Vanquisher's criticism as she's enthralled by the Lexicon and its otherworldly beauty.
  • Departure from Leyawiin

    Departure from Leyawiin
    As Arima and the Vanquisher return to the Mothril Cell, they are greeted by Do'zha Khaspar, who orders them to pack their belongings. She informs the duo that the hordes of the Cataclysm, accompanied by the Numidium, are only a few miles away from Leyawiin. After the Vanquisher packs their belongings, they depart from the Cell. Do'zha instructs Arima, Psyria and Mikael to enter her car. As for the Vanquisher, a luxurious sportscar is waiting for them.
  • Driving with Agent Marocentor

    Driving with Agent Marocentor
    Agent Valentin Marocentor, who had previously met the Vanquisher during their interrogation in Bruma, welcomes the Vanquisher to his car. As they ride away from Leyawiin, he informs the Vanquisher that he has a very special task for them. As a matter of fact, Marocentor had been purposefully keeping the assignment secret from all other Oculatus agents, as he believed the Vanquisher to be the only one capable of doing it.
  • Profile: Valentin Marocentor

    Profile: Valentin Marocentor
    Valentin Marocentor is a high-ranking Imperial agent of the Penitus Oculatus. He was born in the Nibenese town of Hurston. As the son of a Elder Councillor, Valentin was poised to achieve importance. He joined the Corporativist Party and gained many influential friends in the Elder Council. He was appointed by High Chancellor Gregorius to become the Chief of Staff of the Penitus Oculatus, in charge of sorting out important intel, managing Oculatus field agents and lobbying for Imperial funding.
  • Personality & Appearance: Valentin Marocentor

    Personality & Appearance: Valentin Marocentor
    Valentin is 45 years old by 5E 338. He is a portly Imperial man, with brown-colored eyes, a mustache and visible pattern baldness. His distinguishing trademark is his bowler hat. Valentin is arrogant, brash and rather impolite. He uses strong language and dark humor to get his ideas across. Valentin has very little patience for sarcasm and expects the Vanquisher to have utmost respect for him. He despises non-humans and treats a non-human Vanquisher with a level of unjustified hostility.
  • Dam You to Hell begins

    Dam You to Hell begins
    The Sextus Dam is a masterpiece of engineering and architecture, built a few decades ago to commemorate Emperor Sextus Tiberius. By damming the Niben River, the river provided 40% of the Empire's energy requirements. Marocentor reveals to the Vanquisher that troubling information has reached the Oculatus: the Dragon League is planning to destroy the dam. Such of a catastrophe would cause widespread death and destruction in the Lower Nibenay Valley, including the cities of Leyawiin and Bravil.
  • Entering the Sextus Dam

    Entering the Sextus Dam
    Agent Marocentor and the Vanquisher enter the Sextus Dam. They are met by Julius Polybius, the dam's prime engineer. Marocentor thoroughly questions him on his knowledge of the League plot. Polybius isn't aware of any imminent threat to the Dam and asks Marocentor for more information. After speaking with Polybius, Marocentor sees a shady-looking Nord enter the Dam's interior. He instructs the Vanquisher to follow as he sneaks behind the suspect.
  • Marocentor's brutal tactics

    Marocentor's brutal tactics
    Marocentor attacks the man and drags him into an employee rest area. The Vanquisher helps to handcuff the man to a chair as Marocentor accuses him of being a League agent. The man emphatically denies the accusation. Marocentor searches the man's pockets and finds a pocket watch bearing the League's emblem on its casing. Furious, Marocentor brutally beats the suspect. The Vanquisher can choose to either tell Marocentor to stop or to do nothing. In any case, Marocentor beats the man to death.
  • Reconnaissance brings results

    Reconnaissance brings results
    Marocentor and the Vanquisher delve deeper into the Dam. He gives the Vanquisher a face-concealing mask, as the League "has eyes everywhere". As they sneak around, the duo witness seeing a lot of workers walk around in the Dam's vast interiors. While the duo observe their surroundings, they notice a group of workers standing around a briefcase. Marocentor wants to arrest them. The Vanquisher can choose to hold Marocentor back or allow him to continue.
  • Fighting in the Dam

    Fighting in the Dam
    Marocentor and the Vanquisher, both wearing masks, spring out from their hiding place and run towards the briefcase. The group grab the briefcase and flee. A firefight ensues when the Dam's security forces open fire on Marocentor and the Vanquisher. While running after the briefcase, Marocentor sustains an injury and falls to the ground. Clutching his leg in pain, he orders the Vanquisher to take down the group and defuse the briefcase.
  • Face-to-face with a briefcase bomb

    Face-to-face with a briefcase bomb
    The Vanquisher follows the group to a service tunnel. As the group reach a dead end, the Vanquisher opens fire and kills the League-aligned workers. The Vanquisher quickly opens the briefcase, only to find that it's a time bomb, merrily ticking away. Panicking, the Vanquisher attempts to defuse it. A Vanquisher with high Engineering skill immediately notices that there's something wrong with the bomb. Otherwise, the Vanquisher cuts a random wire, only to discover that the bomb is a fake.
  • Leaving the Dam

    Leaving the Dam
    The Vanquisher brings the bomb back to Agent Marocentor. He strongly commends the Vanquisher's work. Marocentor suggests that by planting a fake bomb inside the Dam, the League is trying to play mind games with the duo. He instructs the Vanquisher to leave the bomb inside the Dam, as it's "just paperweight now". The duo walk out from the Sextus Dam and return to Marocentor's car, parked a few hundred feet from the dam.
  • Catastrophic failure

    Catastrophic failure
    As the duo enter Marocentor's car, a large explosion occurs. Pieces of concrete fly everywhere as the Sextus Dam collapses into a cloud of dust. Marocentor and the Vanquisher hold their heads as gigantic amounts of water from Lake Rumare flood into the Niben Valley, taking along large chunks of land, trees and rocks. The mission ends in a catastrophic failure and now millions of innocent people in the Niben Valley have to deal with the deadly consequences.
  • Dam You to Hell ends

    Dam You to Hell ends
    Agent Marocentor furiously blames the Vanquisher of utter incompetence for leaving the bomb behind. The Vanquisher can choose to either stay quiet, apologize for their mistake or argue with Marocentor over the Vanquisher's role in the Dam's collapse. In any case, Marocentor accuses the Vanquisher of lying to him about the bomb being fake. He also implicates the Vanquisher of being aligned with the League and pledges to inform the Elder Council of the Vanquisher's "convenient incompetence".
  • Waiting for Petronax

    Waiting for Petronax
    Marocentor orders the Vanquisher to stay still and wait for another agent to pick them up, as he refuses to drive a "genocidal buddy of Lord Marius" around any longer. As Marocentor drives away, the Vanquisher has the chance to observe massive flooding along the Niben River. Seeing the cost of their mistake, they feel a deep sense of remorse and regret. After 30 minutes pass, a car pulls up next to the Vanquisher. It's driven by Agent Julius Petronax, the director of the Penitus Oculatus.
  • Profile: Julianus Petronax

    Profile: Julianus Petronax
    Julianus Petronax is the leader of the Penitus Oculatus. A native son of Colovia, Julianus joined the Imperial Legion and rose steadily in its ranks. After he reached the rank of Colonel, he was given a choice: become the leader of the Oculatus or die fighting the League in Skyrim. Julianus made the right choice and became the Director of Penitus Oculatus, tasked to uphold the organization, defend Empress Eärwen from threats and plan all of Oculatus's major moves.
  • Personality & Appearance: Julianus Petronax

    Personality & Appearance: Julianus Petronax
    Julianus is 40 years old by 5E 338. He is a broad-shouldered Imperial, with a strong jawline, narrow green-colored eyes, shiny dark hair and a distinctively deep voice. Julianus is a sober-thinking individual and praises the virtues of blind justice and rational thinking. As a high-ranking member of the Imperial Conservative Party, Julianus is fervently loyal to the Empire and strongly dislikes a Vanquisher with anti-establishment beliefs. He is friendly towards Vanquishers of all races.
  • Driving to the Corbolo Cell

    Driving to the Corbolo Cell
    Petronax asks about the Sextus Dam. The Vanquisher can choose to blame themselves or blame the League. In any case, Petronax takes the news with calm, as "investigation will reveal the truth". Petronax informs the Vanquisher that they will be working for him in the Corbolo Cell, located in Cheydinhal. The Vanquisher has become instrumental to the Oculatus due to their knowledge of the Merid-Nunda. Petronax reveals that he was tasked by the High Chancellor himself to keep the Vanquisher busy.
  • The Gateway City

    The Gateway City
    Cheydinhal is the fifth-largest city in Cyrodiil and the largest settlement in Eastern Cyrodiil. Due to its close proximity to Morrowind, Cheydinhal is strongly influenced by Dunmeri architecture and culture. Cheydinhal is known to be a culturally vibrant city, home to large art museums, concert venues and opera houses. Although it seems to be a calm and a benign city, underneath daytime Cheydinhal is a dark underbelly of crime, corruption and political violence between various Dunmeri factions.
  • Arriving in Corbolo Cell

    Arriving in Corbolo Cell
    Curiously enough, the Corbolo Cell is built inside the abandoned vaults of a foreclosed bank. It's filled with surface monitoring rooms, wiretapping centers and recreational areas for Oculatus agents. Corbolo Cell is operated by Agent Petronax and exists to monitor Cheydinhal and its native Dunmeri criminal syndicates. The Vanquisher's private quarters are located inside a small bank vault. The Vanquisher occasionally finds old banknotes while rummaging through their belongings.
  • The search for the Fourth Tablet

    The search for the Fourth Tablet
    Marchan Botrel, a College of Whispers researcher and the Vanqisher's acquaintance, supplied Penitus Oculatus with decryption codes, which allowed the Oculatus to break into Dragon League's communications. Thanks to Botrel's codes, Oculatus learned that the League is actively searching for the Fourth Tablet, the last missing Merid-Nunda tablet, and believed it to be in the vicinity of Cheydinhal. However, there was a problem: the Alessian Order have taken possession of the Tablet.
  • The Alessian Order

    The Alessian Order
    The Alessian Order is a perplexing religious cult of seemingly omnipotent nature. The Order rarely appears on Tamriel, never takes in new members and refuses cooperation. They shun outsiders and have killed all who've tried to contact them. According to deciphered Dragon League transmissions, the Order had located the Fourth Tablet and were hiding it within Cheydinhal. It's now the Vanquisher's duty to contact the Order and hopefully regain the Tablet.
  • An important meeting

    An important meeting
    Marchan Botrel, who had joined the Corbolo Cell as a researcher, was anxious to meet with the Vanquisher. A while back, he had discovered that the Vanquisher carried within them a "divine interference signal". Botrel transcribed this signal onto magnetic tapes and used a computer to decipher the interference. He informs the Vanquisher that he managed to successfully decode the signal. Rather eerily, the signal seems to originate from the Colored Rooms.
  • A major revelation

    A major revelation
    Botrel almost soiled himself after he discovered that the interference signal the Vanquisher carries within their soul is the same kind of signal the Dragon League uses to control both the Cold Ones and the Numidium. Botrel's research suggests that the Vanquisher has somehow entered the Numidium-Marius-Meridia love triangle. Furthermore, Botrel's findings suggest that the Vanquisher is a Cold One. However, the Vanquisher has retained their free will and their independence from Numidium.
  • A Warm One

    A Warm One
    Marchan Botrel invented a neologism to describe the Vanquisher. He calls them a Warm One: someone who was created through the Cold One process, but retained their original form. As the Vanquisher's original soul was sucked into the Numidium at the Darnell Chapel, Botrel believes that "something went wrong" and the Vanquisher had gained all the good perks of being a Cold One (immortality, increased strength) with none of the bad perks (loss of sentience, rotting flesh, bad breath)
  • Further investigations

    Further investigations
    Marchan Botrel asks the Vanquisher to stay safe and keep themselves alive, at least until he can figure out more about his Warm One theory. The Vanquisher, learning of their nature, asks Botrel if they are undead. Botrel's answer is: "Technically? Yes. My readings show that you don't have a soul. However, there is something else driving you. It's not a soul, it's completely different. You're full of something amazing... I didn't mean to imply that you're full of shit."
  • Profile: Marchan Botrel

    Profile: Marchan Botrel
    Marchan Botrel is an expert of Aedric/Daedric Studies. Born in Daggerfall, Marchan immigrated to Cyrodiil with his girlfriend in order to join the College of Whispers. Although his girlfriend soon left him for a Khajiiti musician, Marchan gained membership in the College and began to research the Merid-Nunda Prophecy. Marchan proved himself to be a reliable expert and was authorized to help Project Leyawiin. He also gained tenure as a guest lecturer at the Arcane University.
  • Personality & Appearance: Marchan Botrel

    Personality & Appearance: Marchan Botrel
    Marchan is 38 years old by 5E 338. He is a Breton with gray-colored eyes, a fuzzy beard, eyeglasses and brown-colored hair. A laid-back and highly sociable man, Marchan has a playful sense of humor and prides himself in not taking life very seriously. Marchan is a hardcore Mahakhist and enjoys lecturing the Vanquisher on the virtues of syndicalism. He is friendly to Vanquishers of all races and can be romanced by both male and female Vanquishers.
  • A Dialogue begins

    A Dialogue begins
    The Vanquisher is ordered by Agent Petronax to go to a town called Quickwater, a few dozen miles to the north of Cheydinhal. Within the town is a military communications relay, allowing the Imperial Legion to receive and gain information from the Dicere satellites orbiting Nirn. The engineers of Corbolo Cell programmed a soulgem processor to allow the Quickwater Station to be used as a cross-dimensional communications relay.
  • Arriving in Quickwater

    Arriving in Quickwater
    Quickwater is a small town of a few thousand, located in central County Cheydinhal. The Vanquisher arrives in Quickwater and walks to the Quickwater Relay. As they reach the facility's gates, they notice the presence of the Dragon League. This is unexpected, as the Penitus Oculatus believed their communications to be completely secure. As the Vanquisher has a clear objective to enter the facility, they ready their weapon and prepare for a fight.
  • Fighting in the Relay

    Fighting in the Relay
    The Vanquisher runs into the Quickwater Relay and dispatches League troops guarding the front gate. Discovering that the front door is unlocked, the Vanquisher enters the Quickwater Relay. They come face-to-face with a large detachment of Dragon League agents, led by Titus Senecus. Before fighting can commence, Senecus orders his troops to lay down their arms and invites the Vanquisher to sit down and have a conversation with him.
  • A chat with Titus Senecus

    A chat with Titus Senecus
    Senecus, standing before a group of soldiers, asks the Vanquisher of their intentions. The Vanquisher can choose to lie or tell him the truth about the Fourth Tablet. If the Vanquisher lies, Senecus chuckles and informs the Vanquisher that his team has locked down the relay, making it useless for the Vanquisher. If the Vanquisher tells him the truth, Senecus expresses astonishment over the Vanquisher's naivete and asks them if they'd like to reveal any more of the Empire's plans.
  • Learning of the League

    Learning of the League
    During their conversation, Senecus gives the Vanquisher a chance to inquire about the Dragon League. The Vanquisher uses this opportunity to ask about Lord Marius, the League's history, the League's strength and the organization of the League's cells. Senecus answers the Vanquisher's questions candidly.
  • A Dialogue ends

    A Dialogue ends
    After the Alessian Order has been contacted, Senecus suggests to the Vanquisher that they should return to Petronax and tell him that the mission was a success. The Vanquisher can either choose to leave the Quickwater Relay or to threaten Senecus with violence, as the Vanquisher is "determined to kick Lord Marius's ass into Oblivion". If the Vanquisher chooses the second route, Senecus suggests that the Vanquisher should change their attitude, or the League might start to consider them a threat.
  • Dragon League: History

    Dragon League: History
    The first incarnation of the Dragon League was established by Empress Demonda Mede in the year of 4E 206 as a secret society for nationalistic Imperial nobles. The current incarnation was established by General Lucius Mercius in the aftermath of the Second Great War, in the year of 5E 261. At first, the second incarnation existed to crush syndicalist riots and harass Elvish Cyrodiilians. After Lord Marius took over, the Dragon League turned into the human supremacist organization it is now.
  • Dragon League: Ideology

    Dragon League: Ideology
    For the League, the end justifies the means and all options must be considered to ensure the survival of Imperial supremacy. In this task, the Redguards and the Nords are considered to be natural allies. All other races, however, are treated by the League as enemies. The Merfolk of Tamriel are regarded to be malevolent abominations, while the Bretons are considered to be essentially non-humans. The beastfolk are seen as nothing more than slaves and barbarians.
  • Dragon League: Lord Marius/Antonius Brutus Marius

    Dragon League: Lord Marius/Antonius Brutus Marius
    As the First Secretary, Antonius Brutus Marius has ruled the League since 5E 281. He has had few troubles with maintaining his rule. He is an intelligent and efficient man, albeit one with psychopathic tendencies. Antonius terrifies his subordinates, but charms his equals with his insights into Tamrielic history and politics. He is a widower, as his wife was killed during the Third Great War. Antonius has adopted two children, an Imperial son and a Nord daughter, to eventually succeed him.
  • Dragon League: Organization

    Dragon League: Organization
    The Dragon League is organized as a collection of cells, independently managed by operators. There are two types of cells: research/experimentation and military. The ruling body of the Dragon League is the League Congress, a shadowy group of businessmen, wizards and military commanders chosen by Lord Marius personally. The Congress meets biannually in hidden locations to guide the organization. The congressmen wear full masks to conceal their identities. None of the congressmen know each other.
  • Conversation ends

    Conversation ends
    After their conversation comes to an end, Agent Senecus asks the Vanquisher of their intentions. The Vanquisher can choose to reveal to him that they're fighting to end the Cataclysm. This answer amuses him. He asks the Vanquisher to give him the Oculatus soulgem processor. As the Vanquisher's surrounded by League agents, they have no other choice but to give Senecus the processor. After receiving the processor, Senecus passes it on to a League agent.
  • Unexpected help

    Unexpected help
    The League agent enters the soulgem processor into the Quickwater Relay. After a few seconds of beeping, the processor is activated and the relay is tuned to send cross-dimensional messages. Without asking the Vanquisher, Senecus personally types in a message to the Alessian Order, asking them to deliver the Fourth Tablet to Penitus Oculatus in Cheydinhal. Senecus lets the Vanquisher know that he wants them to succeed with the Empire's plan, as the Alessian Order has killed their every guest.
  • Dragon League: The Future

    Dragon League: The Future
    After the Cataclysm is completed and all non-humans are exterminated, the Dragon League would establish a new Empire, led by Emperor Marius. The League would redistribute wealth to create an economic utopia for Imperials, Nords and Redguards. Eventually, this new Empire would spread across Mundus and colonize all of Aurbis. Rather disturbingly, Lord Marius has plans to invade more Daedric planes. It is his wish to gain the strength of all Daedric Lords and become an omnipotent God.
  • Returning to Agent Petronax

    Returning to Agent Petronax
    The Vanquisher returns to the Corbolo Cell, where they are met by Agent Petronax. He informs the Vanquisher that Titus Senecus had contacted him and revealed that the League had helped the Vanquisher. Petronax asks the Vanquisher to keep it a secret, as Marocentor has already ordered the Elder Council to investigate the Vanquisher for being a potential security threat. The Vanquisher emphatically denies being a pro-League agent. Petronax states that the "investigation will reveal the truth".
  • Corbolo Cell waits for an answer

    Corbolo Cell waits for an answer
    As the Corbolo Cell waits for the Alessian Order to respond to the message, the Vanquisher is given free reign to do as they please. The Vanquisher can choose this time to complete side quests, faction quests and expansion quests. Furthermore, the Vanquisher can use this time to pursue romances, develop friendships and train their skills. This will be the Vanquisher's last chance for open world exploration of Cyrodiil, as after the response is received, the main storyline takes precedence.
  • Avow, Relent begins

    Avow, Relent begins
    While the Vanquisher waits for the Order to respond, Agent Vikmar Karlssen contacts the Vanquisher via phone and asks them to accompany him to a deeply personal assignment. He wants the Vanquisher to go along with him to Helgen, a small town in occupied Skyrim. "Avow, Relent" is only given to a Vanquisher who has either romanced Vikmar or gained his close friendship.
  • Meeting up with Vikmar

    Meeting up with Vikmar
    The Vanquisher travels to a small town in northern Jerall Mountains called Dragonclaw, only a few miles from the border to Skyrim. After reaching the town, the Vanquisher spots Vikmar riding on a horse. He instructs the Vanquisher to gain a horse as well, as the Dragon League is adept at spotting cars, but not at spotting living beings. He helps the Vanquisher to search for a steed in Dragonclaw. After the Vanquisher exchanges one of their weapons for a horse, the trip to Skyrim can ensue.
  • Travelling through the Olskir Pass

    Travelling through the Olskir Pass
    Vikmar leads the Vanquisher to the Olskir Pass, a high-altitude passage in the Jerall Mountains which allows the duo undetected passage into Skyrim. As the two traverse the Pass, the Vanquisher asks Vikmar of their objectives. He tells the Vanquisher that he asked Synod to give him a way to reach Sovngarde, the Nordic afterlife. Synod had located an open portal to Sovngarde, situated inside Helgen. Although Skyrim has been conquered by the Dragon League, Vikmar still wants to go to Helgen.
  • Almost dead

    Almost dead
    Vikmar had a sister, called Jena Karlssen. While Vikmar worked for the Penitus Oculatus in Cyrodiil, Jena was a resident of Morthal. Vikmar and Jena were very close and often met to discuss their lives. However, as the armies of the Cataclysm invaded Skyrim, Vikmar failed to rescue her sister. Jena died in Morthal, forcing Vikmar to live a life of agony and regret. He wants to travel to Sovngarde and find Jena, as Vikmar "forgot to say goodbye".
  • Reaching Helgen

    Reaching Helgen
    Helgen, destroyed by the Dragon League, has turned into a ghost town. No one lives in the settlement anymore except for occasional roving gangs of Cold Ones. The Vanquisher and Vikmar have to use stealth in order to stay undetected. As a result, the Vanquisher is forced to stay completely silent and sneak all throughout the mission, as even a single out-of-place noise could alert thousands of Cold Ones of the duo's presence in Helgen.
  • Portal to Sovngarde

    Portal to Sovngarde
    The Cataclysm caused vast numbers of dead Nords to enter the afterlife, which led to the birth of a few transdimensional disturbances. The largest of the disturbances is a ball-shaped portal, located in the basement of a ruined private domicile in Helgen. It allows mortals in Tamriel to travel to Sovngarde. As the laws of Aurbis don't generally allow living beings to exist in the realms of dead beings, these visits can only last for a few minutes.
  • Entering Sovngarde

    Entering Sovngarde
    Vikmar and the Vanquisher successfully sneak through Helgen and locate the portal. The Vanquisher can express their fear of potentially trapping themselves into an afterlife. Vikmar, as his usual deadpan self, proposes to shoot Vanquisher in the head in order to take their fears away. After the duo drop their equipment and weapons, they venture inside a purple portal. Vikmar goes in first, followed by the Vanquisher.
  • Inside Sovngarde

    Inside Sovngarde
    Sovngarde takes the form of a beautiful Nordic village, stretching endlessly across a snowy plain. Nords of all walks of life wander around, drinking mead and engaging in ribald jokes. As the duo travel through Sovngarde, the Vanquisher can observe various historically important Nordic figures. After witnessing a group of women singing Nordic songs in a grassy plain, Vikmar freezes in his step. He informs the Vanquisher that his sister loved "those stupid ancient folk rhymes".
  • Vikmar and Jena meet

    Vikmar and Jena meet
    The siblings are finally reunited after Vikmar spots Jena dancing in the grassy plain. As Jena speaks of her eternally peaceful life in Sovngarde, Vikmar breaks down. Jena comforts his brother with words of kindness. She tells Vikmar to avenge her death through a righteous victory over the Dragon League. As contacts between the living and the dead can't last for longer than a few minutes, Jena is forced to cut the meeting short. Vikmar can finally say goodbye to her.
  • Time to leave

    Time to leave
    As the Vanquisher and Vikmar sit in Sovngarde and wait for the portal to return, Vikmar opens up. He expresses his admiration of the Vanquisher and their work ethic. Furthermore, Vikmar informs the Vanquisher that he considers them to be his only friend, as Vikmar's not very popular in the Oculatus. The Vanquisher can choose to return the words of gratitude or to suggest to Vikmar that they're a friendless loser. Vikmar takes the Vanquisher's jest with amusement.
  • Avow, Relent ends

    Avow, Relent ends
    The duo is returned to Nirn. They retrieve their equipment and sneak back out from Helgen. While the duo ride their steeds back to Cyrodiil, Vikmar returns to his old self and suggests that he should commit a suicide, as he apparently forgot his hat in Sovngarde. After the duo reach the town of Dragonclaw, they go their own separate ways. Before leaving, Karlssen tells the Vanquisher that they should join him for a cup of mead in the Imperial City.
  • We’re a Million Miles Away begins

    We’re a Million Miles Away begins
    Saramae Envalur, working for Project Leyawiin in the Imperial City, sends the Vanquisher a list of arcane items she needs for a special purpose. Saramae considers the task to be "really very important", but refuses to tell the Vanquisher of the list's meaning. "We’re a Million Miles Away" is only available to a Vanquisher who has either romanced or gained a close friendship with Saramae.
  • Searching for a Varla Stone

    Searching for a Varla Stone
    Saramae tasks the Vanquisher to find a Varla Stone. Although Varla Stones used to be common in Cyrodiil due to their ubiquitous usage by the Ayleids, by 5E 338 Varla Stones have all but disappeared from Tamriel, either used up or destroyed. The Vanquisher uses Penitus Oculatus intel to track down a Bosmeri black market seller in Cheydinhal, and buys a Varla Stone for 6,000 septims. The Vanquisher sends the Varla Stone to Saramae through the ImpEx service and waits for an answer.
  • Searching for Daedra hearts

    Searching for Daedra hearts
    Saramae instructs the Vanquisher to send her ten Daedra hearts. As Daedric creatures are rare on Tamriel, their hearts are considered pricey. The Vanquisher has an option to visit Cheydinhal's local College of Whispers institute and ask for Daedric hearts. The College asks for 10,000 septims, a thousand for each heart. The Vanquisher can choose to either accept this price tag or to search for the hearts on their own. In any case, the Vanquisher acquires 10 Daedra hearts.
  • Acquiring black soul gems

    Acquiring black soul gems
    As a final request, Saramae wants the Vanquisher to find two black soul gems. Although black soul gems are hardly rare, their supplies in Cyrodiil had been seized by Synod for use in Project Leyawiin. The Vanquisher can either pay the Synod 2,000 septims for two black soul gems, persuade a corrupt Synod staffmaster to give them the soul gems for free or steal two soul gems by stealth. In either case, the Vanquisher acquires two black soul gems.
  • Meeting with Saramae

    Meeting with Saramae
    After the Vanquisher had successfully sent her all the artifacts she required, Saramae arrived to Cheydinhal to chat with the Vanquisher. She expresses her gratitude to the Vanquisher and asks for time and peace to finish her "task". Saramae reveals to the Vanquisher that she has to contact a certain Daedric Lord and go hunting in Aetherius in order to finish her project. The Vanquisher can offer their help, but she rejects it.
  • We're a Million Miles Away ends

    We're a Million Miles Away ends
    If the Vanquisher asks about the nature of Saramae's task, she avoids answering, as it's "embarrassing". If the Vanquisher expresses their resentment over being kept in the dark, Saramae feigns being ill and departs from the meeting. Nevertheless, the quest is now completed. Although seemingly inconsequential, the completion of "We're a Million Miles Away" has major significance during the last stages of the main plot and upon the Vanquisher's ultimate fate.
  • The Tamrielic Genius begins

    The Tamrielic Genius begins
    Fedayan Arinhari sends word to the Vanquisher that he'd like to meet with them in downtown Cheydinhal. Apparently, Fedayan entered the Vanquisher's name into a contest, and they won! "The Tamrielic Genius" is only available to a Vanquisher whose either in romance or has built a durable friendship with Fedayan.
  • Meeting with Fedayan Arinhari

    Meeting with Fedayan Arinhari
    Fedayan asks the Vanquisher to meet with him in the Dunehound Studio, a television production studio in Cheydinhal. As the Vanquisher arrives, they observe Fedayan drinking sujamma in the studio bar while sitting in the lap of a hapless intern. Fedayan greets the Vanquisher with much delight and invites them for a round of drinks. The Vanquisher can choose to imbibe varying amounts of liquor while they listen to Fedayan's exploits in the Imperial City.
  • The Vanquisher becomes a contestant

    The Vanquisher becomes a contestant
    After the Vanquisher finishes their drink, a studio executive asks them to follow her. While walking through the studio, the executive informs the Vanquisher that they'll be a contestant in a quiz show titled "The Tamrielic Genius". The game show allows the Vanquisher to compete with a panel of celebrities to win various prizes like weapons and spell books, with the maximum prize being 10 bars of gold. The Vanquisher is led to a prep room, where they're put under the care of a makeup artist.
  • The game begins

    The game begins
    The panel of the "Tamrielic Genius" show consists of five people. There's the Vanquisher and Fedayan Arinhari. There's also a Bretonic supermodel called Lucida Lyluche, a famous Petra musician named Septimus Creventus and a geeky Argonian historian called Milei Nesareeth. After the Vanquisher takes their place in the panel, the cameras start rolling and the game begins. The "Tamrielic Genius" is hosted by Innith Lachion, an Altmeri movie actress.
  • The rules of the Tamrielic Genius

    The rules of the Tamrielic Genius
    The host of the show gives a question to the panel. The questions usually touch upon Tamrielic history and lore. All of the contestants are encouraged to have spirited conversations over the questions. After two minutes pass, all of the members of the panel choose their answer and lock it in. If a panelist chose correctly, they receive points. After the final round ends, the contestant with the most points wins the main award, and the lesser prizes are divided between the losers.
  • The show begins

    The show begins
    As the show begins, Innith Lachion introduces all of the quests. Fedayan is introduced as a "famed Dunmeri socialite", while the Vanquisher is introduced as an "adventurer". Septimus Creventus irks at the Vanquisher's designation and asks them of their "goblin body count". The Vanquisher can choose to ask Septimus if he's offended by the Vanquisher's slaughter of his brethren. Amidst a respectable applause, Septimus promises to write a "nasty" song about the Vanquisher.
  • The first question

    The first question
    Innith asks: "Who won the first civil war of Skyrim?" The Vanquisher can choose to answer "The Empire", "The Stormcloaks", "The Thalmor" or "Uh... the Nords?". In any case, Lucida reveals that she consider the Nords to be "completely uncouth and unsexy". Milei asks Innith if the question takes into factor the Dragon Crisis. Fedayan continues to drink liquor while on the air. Septimus speaks of his exploits with a certain Nordic maiden, made after a concert in Bruma.
  • The second question

    The second question
    Innith asks "In which city was Vivie Satheno born?". The Vanquisher can answer "Praloris", "Mournhold", "Morrowind?" or "Who's that?". In any case, Septimus accuses Fedayan of having a clear advantage, due to his Dunmeri ethnicity. Fedayan reveals that he has no idea who "this Satheno chick" is. Lucida asks the Vanquisher if they've ever "adventured" to Morrowind. A male Vanquisher can reply that they're soon going to adventure into Lucida's bedroom. Fedayan is delighted over this response.
  • The third question

    The third question
    Innith asks: "Who was the first leader of the Thalmor Party?". The Vanquisher can answer "Helena Highius", "Durion Thorontur", "Heriona Talathion" or "I was". In any case, Septimus asks Innith if she's a believer of the Thalmor ideology. Lucida accuses Septimus of being racist against Innith. Milei asks Innith if he could also name the first leader of the first incarnation of the Thalmor. An Altmeri Vanquisher can troll the panelists by suggesting that they're a diehard fan of Thorontur.
  • The fourth question

    The fourth question
    Innith asks: "Who is the Daedric Lord of Lies, Sex and Murder?". The Vanquisher can choose to reply "Mephala", "Sanguine", "Sheogorath" or "Akatosh?". Septimus and Lucida both claim to be fans of this Daedric Lord. Milei asks if it would blow anyone's mind if he gave his answer in a riddle. The Vanquisher can choose to reveal that they've partied with Lord Sanguine. After listening to the Vanquisher's tale of the Blood Rave, Septimus is overjoyed and calls them a "Daedric sex machine".
  • The fifth question

    The fifth question
    Innith asks: "Who was the founder of the Camoran Dynasty of Valenwood?" The Vanquisher can answer "Eplear", "Mankar Camoran" or "..huh?". In any case, Septimus informs the panel that he considers the Bosmer to be "complete and utter cretins", as they don't like Petra music. If the Vanquisher is a Bosmer, they can accuse Septimus of racism and challenge him to a fist fight. Fedayan is caught attempting to look at Milei's answer and gets removed from the panel. Fedayan's too drunk to care.
  • The final question

    The final question
    Innith asks the final question: "Where do the Maormer live?". The Vanquisher can answer "Pyandonea", "Akavir", "Yokuda" or "Uh... in Morrowind?". Septimus asks Milei if the Maormer are "hot". Milei tells him that they have clear milky eyes and jelly-like skin. Lucida confuses the Maormer with the Altmer and attempts to answer "Innith's home". Milei asks the Vanquisher if they've ever been to Pyandonea. The Vanquisher can choose to suggest that they're actually part-Maormer.
  • The show comes to an end

    The show comes to an end
    If the Vanquisher answered all questions correctly, they get 10 slabs of gold, worth well over 50,000 septims. If the Vanquisher answered 5/6 or 4/6 of the questions correctly, they get 1,000 septims and a collection of Daedric daggers. If the Vanquisher answered 3/6, 2/6 or 1/6 of the questions correctly, they get 250 septims and a selection of medium-quality ammunition. If the Vanquisher answered no questions correctly, they get a spell book called "The Idiot's Guide to Illusion".
  • The Tamrielic Genius ends

    The Tamrielic Genius ends
    The Vanquisher leaves from the Dunehound Studio with Fedayan. Although he is drunk and near-incomprehensible, he thanks the Vanquisher for accompanying him. The Vanquisher orders a taxi cab for Fedayan. The duo settle in and wait for it to arrive. Septimus, Lucida and Milei all walk by and comment on Fedayan's condition. After the taxi arrives, the Vanquisher helps Fedayan to stand up and guides him to the taxi. Along with their prize, the Vanquisher leaves from the Dunehound Studio.
  • Farewell And Goodnight begins

    Farewell And Goodnight begins
    Psyria Aelaire contacts the Vanquisher and asks for a meeting in Cheydinhal. Apparently, Psyria has been going through a period of emotional turmoil while working with the Penitus Oculatus and wants the Vanquisher to listen to her. "Farewell And Goodnight" is only available to a Vanquisher whose either in romance or established a close relationship with Psyria.
  • Meeting with Psyria

    Meeting with Psyria
    Psyria waits for the Vanquisher in a bar called the Hlaalu's Remorse, located in Cheydinhal. As the Vanquisher arrives, they can observe Psyria drinking wine in solitude, nestled away in a dark corner of the bar. The Vanquisher joins her. Psyria tells the Vanquisher that she's made an important decision regarding her future with the Penitus Oculatus, and that she needs the Vanquisher to be the carrier of her word. With that said, Psyria asks the Vanquisher to accompany her to a short walk.
  • Visiting the Statue to Ocato

    Visiting the Statue to Ocato
    Psyria takes the Vanquisher to see the statue to High Chancellor Ocato, one of the few Altmeri leaders of the Empire. Psyria comments on the statue's significance by suggesting that only the Altmer who "delete their identity, history and racial pride" are respected by the Empire. The Vanquisher can choose to argue with her or to silently allow her to state her beliefs. An Altmeri Vanquisher can try to convince Psyria that the Altmer do have a place within the Empire.
  • Visiting the Statue of the Righteous

    Visiting the Statue of the Righteous
    Statue of the Righteous was built in Cheydinhal to commemorate the Altmer who stood up against the Omnioccidit and were killed by the Thalmor. Psyria reveals that she considers the Omnioccidit to be "a terrible crime" and that had she been alive during the Third Great War, she would've fought against it. The Vanquisher can choose to bring up the murder of Heir-Shei and suggest that Psyria would've enjoyed partaking in the Omnioccidit. Psyria silently takes notice of the Vanquisher's statement.
  • Visiting the Statue to the Victims of the Thalmor

    Visiting the Statue to the Victims of the Thalmor
    The Statue to the Victims of the Thalmor was built to commemorate the Bosmeri victims of the Thalmor. It portrays an eagle tearing apart a collection of Bosmeri symbols. Psyria asks the Vanquisher if the rest of Tamriel truly consider the Altmer to be evil. The Vanquisher can choose to answer "yes" or "not everyone". In either case, Psyria states that it's something that she'll never understand. According to her, the Altmer are the only ones capable of guarding and developing Tamriel.
  • Returning to Psyria's private quarters

    Returning to Psyria's private quarters
    Psyria takes the Vanquisher to her private quarters, located in a hotel. As she offers the Vanquisher some refreshments, the Vanquisher asks Psyria of her "doubts". Psyria, while sitting opposite to the Vanquisher, confesses that she considers the Thalmor Party, the Dominion and the Altmeri race to be essentially dead. Even if the Cataclysm was defeated and the Dominion restored, there wouldn't be anyone left to restore civilization in the Isles, according to Psyria.
  • Psyria's decision revealed

    Psyria's decision revealed
    As Psyria believes that life can't continue without the Thalmor, she wishes to "stop her pointless existence as a slave and embark to Aetherius". The Vanquisher can choose to stay silent or to ask Psyria to reconsider her decision. In either case, Psyria gives them a letter of resignation, to be delivered to Agent Petronax. As she stands up and walks into another room, she bids the Vanquisher farewell and asks them to leave from the hotel, as "it might not look very pretty".
  • Farewell and Goodnight ends

    Farewell and Goodnight ends
    The Vanquisher can choose to either leave Psyria's quarters or to follow her. If they choose the second option, they see a red flash of light. After the Vanquisher peeks into the other room, they see her lifeless body, covered by a Thalmor robe. She had used her knowledge of Destruction magic to give herself a quick, painless death. A chivalrous Vanquisher can choose to say "Good night, Psyria". A maverick Vanquisher can take her letter of resignation and burn it in anguish.
  • An alternative world

    An alternative world
    A Vanquisher with a sufficiently high Charisma skill can successfully convince Psyria to continue fighting for the Empire, through suggesting that she could vindicate the Thalmor with her noble actions. If convinced, Psyria stands down and joins the Penitus Oculatus full-time, becoming a companion, a friend and a potential lover for the Vanquisher. If this route is taken, Psyria ditches some of her former pessimism and becomes a more cheery companion.
  • The Gods Are Screaming begins

    The Gods Are Screaming begins
    Agent Do'zha Khaspar contacts the Vanquisher and asks to meet them in a coffee shop in Cheydinhal. Do'zha has been having troubles with her mentally unstable brother and wishes the Vanquisher to lend her a hand in "dealing" with him. "The Gods are Screaming" is only available to a Vanquisher who had either romanced or built a close friendship with Do'zha.
  • Meeting with Do'zha

    Meeting with Do'zha
    The Vanquisher meets with Do'zha in Cheydinhal. She greets the Vanquisher with joy and offers to buy them a cup of coffee. Do'zha asks the Vanquisher of their latest exploits. The Vanquisher can speak of their encounters with Fedayan, Saramae, Psyria and Vikmar. If Psyria committed suicide, Do'zha is upset. According to her, Psyria had "that special something that only Thalmor training can give you". After the small talk ends, Do'zha starts to speak of her brother, Kazhani.
  • An intercranial tragedy

    An intercranial tragedy
    Kazhani Khaspar is a 19-years old Khajiit, the younger brother of Do'zha. He was an art student in Torval and was a purveyor of Khajiiti Expressionism, an art form from Elsweyr. After the Cataclysm reached his homeland, Kazhani evacuated to Cyrodiil. While temporarily living in a small Colovian village, he was attacked by thieves and left for dead. Kazhani sustained a traumatic brain injury and hasn't been the same since. He has become delusional, paranoid and removed from reality.
  • Garcurio's Disorder

    Garcurio's Disorder
    Kazhani has acquired a rare mental disorder called the Garcurio's Disorder. Sufferers of the disorder believe that a malevolent force has replaced all of the people of Tamriel with identical replicas. They believe that these replicas are evil and wish to harm them. In Kazhani's case, he believes that everyone except him are "replicas" and will kill him. As a result, he and a small number of followers have hid themselves into a cave. Kazhani is paranoid, delusional and has harmed innocent people.
  • Do'zha's dilemma

    Do'zha's dilemma
    Sadly, Kazhani's beyond repair and can't be reintegrated into society, as he has already committed several crimes with his group of followers, many of whom consider him to be a god. Do'zha wishes to protect her family's good name and honor by killing Kazhani. However, she doesn't want to be the one to pull the trigger. Do'zha asks the Vanquisher to accompany her to Kazhani's hideout and help her to end Kazhani's life in a dignified way.
  • Taking care of Kazhani's followers

    Taking care of Kazhani's followers
    Kazhani's hideout is located inside the Yellow Wing Cave, a cavern located a few dozen miles from Cheydinhal. Kazhani's followers have drawn hideous art, depicting death and demons. The Vanquisher and Do'zha shoot their way through the cave and slaughter the cultists, who offer only token resistance. Hundreds of paintings of Kazhani are found inside the cave, seemingly venerating him as a deity. Under one such painting, the words "Kazhani made the Gods scream with fear" can be found.
  • Kazhani located

    Kazhani located
    Do'zha and the Vanquisher come across Kazhani, giving a speech to his followers. Upon seeing the two, Kazhani calls them "demonic impostors" and commands his followers to attack. After taking care of the attackers, Do'zha points her weapon at her brother and accuses him of besmirching their family name. Kazhani furiously accuses the Gods of replacing his sister. Do'zha, incapable of pulling the trigger, hands her pistol over to the Vanquisher and asks them to "set my brother free".
  • The Vanquisher makes a choice

    The Vanquisher makes a choice
    The Vanquisher has three options: shoot Kazhani, refuse to kill Kazhani or negotiate with Kazhani. If the Vanquisher shoots Kazhani, the quest ends with his death. If the Vanquisher refuses to kill Kazhani, he flees from the cave and disappears into thin air. If the Vanquisher attempts to negotiate with Kazhani, he knocks the Vanquisher off their feet with telekinesis magic and attempts to kill them, leading Do'zha to shoot him herself.
  • The Gods are Screaming ends

    The Gods are Screaming ends
    If the Vanquisher killed Kazhani, Do'zha's satisfied. Although she's sad over her brother's death, she believes him to be in a better place. If the Vanquisher allowed Kazhani to escape, Do'zha is disappointed in the Vanquisher and refuses to interact with them for the rest of the second act. If the third option was taken, Do'zha is distraught over her murder of Kazhani, but is still satisfied that he found peace. In any case, "The Gods are Screaming" ends.
  • Here, There And Everywhere begins

    Here, There And Everywhere begins
    Mikael Corvidus asks for the Vanquisher to meet with him in a lounge club in Aleswell, a satellite city of the Imperial City. The possibility of the Cataclysm destroying all life on Tamriel has been weighing heavily on Mikael, and he wishes for the Vanquisher to help him make amends. "Here, There And Everywhere" is only available to a Vanquisher who has either romanced or become close friends with Mikael.
  • Meeting up with Mikael

    Meeting up with Mikael
    The Vanquisher enters a Petra music venue called the Red Moon Lounge, where Mikael is already waiting. The Vanquisher sits down next to Mikael, who is listening to a band playing soft Petra music. Mikael asks the Vanquisher if they think that it's good music. The Vanquisher can choose to appreciate the music or call it "absolutely dreadful". In any case, Mikael reveals that the singer of the band is his ex-wife, Sophi Corvidus.
  • A missed chance

    A missed chance
    Mikael informs the Vanquisher that, as a young man, he had married his high school sweetheart. After Mikael joined the Imperial Legion, he promised to speedily return to Sophi. However, Mikael decided to start a new life in Western Reach. He never wrote to Sophi and never received any word from her. A few years ago, Mikael learned that Sophi had remarried and moved to Skyrim. "Fortunately", Cataclysm brought Sophi back to Cyrodiil, where Mikael located her working as a singer.
  • At the Red Moon Lounge

    At the Red Moon Lounge
    As Mikael and the Vanquisher listen to Sophi sing, he confesses to the Vanquisher that even though he'd love to speak with Sophi, he's terrified of facing absolute rejection. The Vanquisher encourages Mikael to give it a go, as it might be his only chance to reconnect with his estranged ex-lover before the Cataclysm reaches Aleswell. Emboldened by the Vanquisher's belief, Mikael makes up his mind and promises to speak with Sophi right after the show.
  • Uninvited guests enter the bar

    Uninvited guests enter the bar
    While Mikael and the Vanquisher are engaged in light-hearted conversation, a group of shady-looking individuals enter the Red Moon Lounge. They accuse the owner of the bar of not paying his dues and pull out their weapons. Mikael and the Vanquisher immediately realize the severity of the situation and take cover behind a sofa. After the uninvited guests shoot the owner, Mikael opens fire and receives their full attention.
  • Battling in the Red Moon Lounge

    Battling in the Red Moon Lounge
    The Vanquisher and Mikael have to avoid casualties while the Red Moon Bar's guests flee in a stampede. One of the criminals throws a grenade at the Vanquisher, who has to rapidly get rid of it by throwing it out of a window. After gaining enough power, Mikael uses Alteration magic to raise a magical barrier around the criminals, trapping them inside. They surrender and throw their weapons on the ground. While they wait to be taken in custody, Mikael looks at the Vanquisher with apprehension.
  • Speaking with Sophi

    Speaking with Sophi
    Mikael walks towards Sophi and introduces himself as her long-lost lover. Sophi's puzzled by his appearance, as she was told by the Legion that Mikael perished in Western Reach. Mikael reveals that he spent 10 years of his life as a trainee wizard. He praises Sophi's singing voice and begs for her forgiveness. Sophi isn't enthusiastic about reconnecting with Mikael, but expresses her deep gratitude to him for saving her life at a crucial moment.
  • Here, There And Everywhere ends

    Here, There And Everywhere ends
    As the police arrives and the guests return to the bar, Sophi asks Mikael to dance with her, as the guests need some relief. As Mikael is bad at dancing, Sophi forces him to awkwardly stand on the stage while she sings to the crowd. The Vanquisher observes this commotion with amusement and orders an additional drink. Just as Sophi and Mikael begin to sing a duet about the "warm sands of Elsweyr", the Vanquisher leaves the Red Moon Lounge, ending "Here, There And Everywhere".
  • One Near Perfect Thing begins

    One Near Perfect Thing begins
    Marchan Botrel asks the Vanquisher to visit him in the Arcane University, as he has a proposal for the Vanquisher to consider. "One Near Perfect Thing" is available to a Vanquisher who has either romanced or built up a strong friendship with Marchan.
  • Meeting with Marchan

    Meeting with Marchan
    Marchan's already anxiously waiting for the Vanquisher in his office. He offers the Vanquisher a chance to help him to assemble a lecture, meant to introduce Marchan's theory of Cold Ones and Warm Ones. As the Vanquisher's a Warm One, he wants them to serve as an example. The Vanquisher can choose to be skeptical of being used like an "animal in a zoo". Marchan proposes to the Vanquisher that if they're uncomfortable with being seen, they could wear a paper bag over their head.
  • Setting up the auditorium

    Setting up the auditorium
    Marchan takes the Vanquisher to a small auditorium called the Audens Center, used by him to give lectures to students about the Aedric/Daedric system. It's equipped with two projectors and with enough seats to house all interested students. Marchan shows the Vanquisher a laser pointer, which he'll be using to point towards the Vanquisher, as he doesn't want to touch the Vanquisher in a wrong way and "incur the wrath of a Daedric Lord again".
  • Advertising the lecture

    Advertising the lecture
    In order to advertise the lecture, Marchan gives the Vanquisher a load of posters and asks them to put them up around the Arcane University. The Vanquisher locates empty bulletin boards and uses duct tape to install the posters. A smartass Vanquisher can install the posters on the ceiling and into places like urinals, while a maverick Vanquisher can intimidate college students into putting the posters up for them. In any case, the Vanquisher succeeds in advertising the lecture.
  • Preparing for the lecture

    Preparing for the lecture
    As interested students coalesce in the Audens Center, Marchan suggests that the Vanquisher should relieve themselves of heavy armor and weapons, as the students aren't used to seeing "adventurers". A smartass Vanquisher can ask Marchan if they can undress all of their clothes. Marchan suggests that they theoretically could, but that they shouldn't risk "exciting these already frustrated students".
  • The lecture begins

    The lecture begins
    Marchan begins the lecture by allowing the students to witness the reproductions of all of the three recovered Merid-Nunda tablets. He introduces the Vanquisher as a "very interesting person", who has been touched by Lord Meridia herself. A student asks the Vanquisher if they were "touched" touched. Before the Vanquisher can reply, Marchan shoots the student down by suggesting that he couldn't get "touched" touched by a Daedric Lord even if he tried.
  • First excerpt from Marchan's lecture

    First excerpt from Marchan's lecture
    "As we all know, the League has been using Numidium to turn civilians in occupied lands into Cold Ones. Now, prepare to be shocked: this person right next to me here is technically a Cold One! However, this person isn't a monster and has only attempted to bite me once. What we can gather from this revelation is that there exists a parallel process, a different process. A process guided by Lord Meridia, allowing some Cold Ones to retain their intellect, their personality and their free will."
  • Second excerpt from Marchan's lecture

    Second excerpt from Marchan's lecture
    "...and insert the banana. Oh, sorry, I'm getting off track. We need to realize is that the League has made a mistake. A big one. By conquering the domain of Meridia, they've assumed incredible powers. But! Remember, there's always a "but" with the Daedra. Through their actions, the League has essentially doomed themselves to extinction. Before the Cataclysm, the Merid-Nunda was just a collection of gibberish from a crazy Ayleid hermit. Now, they tell the tale of the future of Aurbis!"
  • One Near Perfect Thing ends

    One Near Perfect Thing ends
    After the lecture ends, Marchan invites the Vanquisher back into his office. Marchan offers them a cup of Argonian marsh tea as he congratulates the Vanquisher for successfully assisting him in carrying out an important lecture. The Vanquisher can choose to reveal that they saw a few students sleeping. "Even if I only engaged a single inconsequential student, I've still successfully done more than most of us will ever do to end the Cataclysm," is Marchan's answer.
  • A trip down the memory lane

    A trip down the memory lane
    The Vanquisher and Arima both lay down on examination tables. A chivalrous Vanquisher can choose to hold Arima's hand during the process. The Proculsomnium activates above them and begins to generate bright flashes of light. The Vanquisher sees their body start to glow. A sharp sting of pain penetrates the Vanquisher as they dissolve into a cloud of mist and vapor. After this painful ordeal, the Vanquisher has successfully transcended their physical body and now exists as an incorporeal being.
  • 12th Sun's Dawn/5E 336 at 12:11 PM

    12th Sun's Dawn/5E 336 at 12:11 PM
    Two minutes after arriving to the memory, the Vanquisher is greeted by bug-like parasites. These nasty creatures begin to tear the room apart, using their sharp claws to rip the memory into pieces. In order to save the memory, the Vanquisher is forced to eliminate the parasites. As they have no weapons, the Vanquisher is forced to either use their hands or employ magic. While fighting the parasites, the Vanquisher hears Arima wake up.
  • The Proculsomnium

    The Proculsomnium
    In the Fabrica Labs, the College of Whispers have constructed a clairsentient machine called the Proculsomnium. Dr. Uriel Vicci is the proud overseer of its operation. He explains to the Vanquisher that the Proculsomnium allows individuals to experience the thoughts, feelings and memories of other beings. The machine temporarily disassembles the physical form of its user and converts it into ectoplasmic matter, which can be diverted to enter a recipient host. In this case, the host is Arima.
  • The Proculsomnium protests

    The Proculsomnium protests
    While returning back to Tamriel, the Vanquisher is overcome by piercing pain. They hear people shout in frenzied manner. "To Oblivion with this shit, shut it down!" a man yells right next to the Vanquisher. The blinding pain stops and the Vanquisher is thrust back into Arima's memories. Snippets of sounds and faintly moving images flood the Vanquisher's field of view. After a few seconds of utter confusion, a clear image starts to form: A dirt road, a bicycle and distant happy singing.
  • A Quiet and Starry Place begins

    A Quiet and Starry Place begins
    Arima Yosoko is losing her memories at a rapid pace. Her knowledge of the Dwemer is valuable and needs to be preserved. The College of Whispers built a device similar to the Dwarven Lexicon, capable of recording and storing memories. Some important memories couldn't be saved, however. They require someone to enter Arima's memories and directly observe them. "A Quiet and Starry Place" is only available to a Vanquisher who has either romanced or built up a solid friendship with Arima.
  • A cerebral camera

    A cerebral camera
    The Vanquisher needs to enter Arima's brain, find the correct memory and jump into it. Once inside, the Vanquisher has to find Arima and observe her actions. After the Vanquisher successfully observes her technique for unlocking the Dwemeri proto-computer, they must remember the actions she took and report them to the College of Whispers, This would give Project Leyawiin important knowledge on the Dwemer. With no further questions, the Vanquisher readies themselves for a wild ride.
  • Floating in limbo

    Floating in limbo
    After entering Arima's brain, the Vanquisher sees a vast expanse of ambient noise. Her memories have materialized as glowing images, floating in a three-dimensional abstract space. Snippets of chatter from Arima's past echo in the distance. The Vanquisher anchors themselves to a floating image and attempts to make sense of their situation. They need to reach the date of 12th Sun's Dawn, in the year of 5E 336. Floating through Arima's brain, the Vanquisher finds the proper memory and enters it.
  • 12th Sun's Dawn/5E 336 at 12:09 PM

    12th Sun's Dawn/5E 336 at 12:09 PM
    The Vanquisher finds themselves inside a darkened room. Arima is sitting behind a book-filled desk and seems to be asleep. The Vanquisher has successfully traveled to 12th Sun's Dawn, 5E 336. However, they've turned into a phantom. They can't touch anything nor interact with Arima. On top of another desk, the Vanquisher locates an archaic Dwemeri computer. There's an eerie silence in the room, pierced only by Arima's occasional snoring.
  • 12th Sun's Dawn/5E 336 at 12:16 PM

    12th Sun's Dawn/5E 336 at 12:16 PM
    After rising from her slumber, Arima takes out an arcanoemitter and programs it to shoot out an Open Very Easy Lock spell. She shoots the arcanoemitter at the Dwemeri computer. It works, and the machine starts to boot. "Huh, that was easy," the Vanquisher hears her say. Her discovery was right on time, as the bug-like parasites quickly overwhelm the room and tear apart every object. The Vanquisher is separated from the room and left floating in overwhelming darkness.
  • 27th First Seed/5E 325 at 04:38 AM

    27th First Seed/5E 325 at 04:38 AM
    The Vanquisher finds themselves standing next to a misty dirt road, in the middle of a forest. It's early morning, 27th First Seed, 5E 325. It's dark and wet, but the wind is comfortably warm. The Vanquisher hears distant singing. A few dozen feet from them is a Redguard teenager, riding her bike in the twilight. Inadvertently, the Vanquisher has entered one of Arima's childhood memories. The idyllic ambiance is broken by sounds of deep rumbling.
  • Meeting with Arima

    Meeting with Arima
    The Vanquisher arrives to the Fabrica Labs, an experimental arcane facility run by the College of Whispers. Arima, wearing a hospital gown, greets the Vanquisher and explains her situation. She needs the Vanquisher to enter her memories and witness a moment from the year of 5E 336, one involving the unlocking of a Dwemeri proto-computer. Arima asks the Vanquisher not to enter her other memories, as they might be either destroyed or "downright silly".
  • 27th First Seed/5E 325 at 04:39 AM

    27th First Seed/5E 325 at 04:39 AM
    The distant rumbling grows into a crescendo of noise. The memory is invaded by thousands of parasites. They begin to tear the memory apart with their claws. Teenage Arima rides her bike straight into the forest and disappears from sight. The Vanquisher, thinking on their feet, runs away from the parasites. After following Arima into the dark forest, they observe her riding into a bright ball of light. The Vanquisher takes off and jumps into the light, mere seconds before the memory dissolves.
  • A Quiet and Starry Place ends

    A Quiet and Starry Place ends
    Arima asks the Vanquisher if they "saw anything weird" while they were in her head. The Vanquisher can choose to either express sadness over seeing her memories being destroyed or inform Arima that her memories were disappointingly tame. In any case, Arima is glad that the Vanquisher came to help her out. She shows the Vanquisher her custom-built Lexicon, where her still-intact memories are going to be recorded. The Vanquisher can express their wish to be included in her Lexicon.
  • Exiting Arima's memories

    Exiting Arima's memories
    After jumping into the light, the Vanquisher once more feels intense pain. Faint voices fill the Vanquisher's ears. Thousands of specks of scattered light appear and coalesce into a distinctly humanoid shape. Once the process ends, the Vanquisher finds themselves back on Tamriel, in the Fabrica Labs. Dr. Vicci greets them and apologizes for the machine's brief malfunction. He asks if they saw the unlocking mechanism. "Open Very Easy Lock," is the Vanquisher's enlightened answer.
  • The clock is ticking

    The clock is ticking
    After the Vanquisher has completed all of the personal assignments, they receive word from Agent Julianus Petronax that the Alessian Order has sent a response to the Corbolo Cell. The Vanquisher can choose to return to Cheydinhal whenever they're ready. However, there's no urgency for them to appear immediately. The Vanquisher can use this time to tie up loose ends by finishing all faction quests, side quests, miscellaneous quests and expansion quests.
  • Reading the First Tablet

    Reading the First Tablet
    At any point during the long wait for the Alessian Order's response, the Vanquisher can ask Agent Petronax to show them a reproduction of the first Merid-Nunda tablet. The First Tablet was discovered by Synod about a year ago and has been the cornerstone of Project Leyawiin, the Imperial effort to find an arcane solution to the Cataclysm. After completing assignments for the Penitus Oculatus, the Vanquisher has finally gained the clearance to read the tablet. The First Tablet is as follows:
  • The second part of the First Tablet

    The second part of the First Tablet
    "Say, "Indeed, this is but the Greatest! Barrel!, and indeed, I need to use it."
    Say, "The Fuel!, the Barrel!, the Transformer!, the Vessel! and the Latchkey!"
    O Listener, O Listener, the Day we will gather them all together; then we will rain death on those who wounded our Lady of the Infinite Energy!"
  • The third part of the First Tablet

    The third part of the First Tablet
    "Say, "Where is your Barrel?", as without the Barrel the Latchkey's superfluous!
    Say, "Where is your Latchkey?", as without the Latchkey the Barrel's sealed!
    Say, "Where is your Vessel?", as without the Vessel the Transformer's useless!
    Say, "Where is your Fuel?", as without the Fuel the Vessel's hollow!
    Say, "Where is your Transformer?", as without the Transformer the Fuel's inaccessible!
    Say, "From Evil To Good, From Unreal To Real, From Death To Life, Life Life Life Life Life."
  • The meaning of the First Tablet

    The meaning of the First Tablet
    The Barrel, as described in the Third Tablet, was an ancient weapon of the Ayleids capable of wide-scale destruction. The First Tablet identifies the Barrel as a "white and gold" weapon. Project Leyawiin believes that the Barrel is the White-Gold Tower, located in the center of the Imperial City. Project Leyawiin are sure that the White-Gold Tower is the key to ending the Cataclysm. However, in order to make the Barrel functional, a collection of artifacts is required.
  • The artifacts

    The artifacts
    The First, Second and Third Tablets all speak of five artifacts: the Latchkey, the Barrel, the Fuel, the Vessel and the Transformer. The Barrel has been identified as the White-Gold Tower. The Transformer is believed to be the Chim-el Adabal, currently held by the League. The Latchkey has been identified as a Dwemeri artifact hidden somewhere on Tamriel. The Vessel and the Fuel are both mysterious and their nature has not yet been identified. The Fourth Tablet might contain their descriptions.
  • The first part of the First Tablet

    The first part of the First Tablet
    "Say, "What thing is greatest weapon in existence?" Say, "Witness this white and golden Barrel between me and you.
    And this Barrel was revealed to me by Meridia so that I may warn you thereby not to use it unless!
    Do you truly testify that you know what this Barrel here is capable of?" Say, "I will not testify."
  • Twilight Furniture/The Marukhati Selective begins

    Twilight Furniture/The Marukhati Selective begins
    The Vanquisher is contacted by Agent Petronax, who orders the Vanquisher to arrive to Cheydinhal, as things are developing in the Corbolo Cell concerning the Alessian Order and the Fourth Tablet. Accepting Petronax's invitation and arriving in the Corbolo Cell starts the intense double-sided mission of "Twilight Furniture/The Marukhati Selective", the final quest of the second act and the beginning of the end.
  • Arriving in the Corbolo Cell

    Arriving in the Corbolo Cell
    The Vanquisher meets with Agent Petronax, who asks the Vanquisher to listen with full seriousness to what he is going to say: the Alessian Order has contacted the Cell. They didn't say anything, they simply sent the coordinates of Twilight Furniture, an interior decorations shop in downtown Cheydinhal. Petronax believes that the Order is waiting for the Vanquisher. Although Cheydinhal is facing an immediate invasion, Petronax orders the Vanquisher to stay behind and go to the meeting.
  • Twilight Furniture begins

    Twilight Furniture begins
    Agent Petronax evacuates from Cheydinhal, along with the entirety of Corbolo Cell. He bids the Vanquisher goodbye, as there is a chance that they won't make it out from the city alive. After all, millions of Cold Ones are projected to reach Cheydinhal in mere hours. The Vanquisher departs from the Corbolo Cell, ready to face the full brunt of the Cataclysm. The Vanquisher knows that the importance of the Fourth Tablet can't be overstated, as it is the key to ending the Cataclysm.
  • A calm before the storm

    A calm before the storm
    The Vanquisher walks the streets of Cheydinhal. Although sunny, they're eerily calm and devoid of life. A few hours ago, the military had evacuated the inhabitants of Cheydinhal and placed them in makeshift refugees camps. Occasionally, the Vanquisher sees blurry figures in the distance, belonging to citizens who wished to stay behind and join the League. The Vanquisher reaches downtown Cheydinhal and starts to look for the Twilight Furniture.
  • The Cataclysm reaches Cheydinhal

    The Cataclysm reaches Cheydinhal
    While the Vanquisher walks the streets, they can observe that the Valus Mountains surrounding Cheydinhal have turned uniformly black. They hear what sounds like a thunderstorm, gradually getting louder and louder. The Cataclysm begins as the Vanquisher sees thousands of Cold Ones appear from every direction, converging towards the downtown area. The Vanquisher panics and frantically runs up the streets in an effort to locate the Twilight Furniture shop before their death.
  • Entering Twilight Furniture

    Entering Twilight Furniture
    As Cold Ones become distinct enough to be individually identified, the Vanquisher locates Twilight Furniture. The Vanquisher breaks a window and jumps into the shop, barely avoiding death. As the Vanquisher gets on their feet, dozens of Cold Ones attempt to follow them through the broken window. The Vanquisher has to hold off numerous waves of Cold Ones as they venture deeper into the shop. The Vanquisher yells for the Alessian Order, but their voice is muffled by the screams of the Cold Ones.
  • The Numidium appears

    The Numidium appears
    The Vanquisher feels Nirn itself shake. Something gigantic and massive is walking around in downtown Cheydinhal. The Vanquisher looks out of a window only to see an uniformly grey blob land right next to the Twilight Furniture shop. Its arrival makes the earth shake, produces an ear-shattering noise and causes the Twilight Furniture's roof to collapse. Through the collapsed roof, the Vanquisher sees the Numidium, looking directly in their direction.
  • Time to run

    Time to run
    As the Numidium looks at the Vanquisher, it produces a loud roar. The Vanquisher, realizing that their death is near, runs up the stairs and reaches the top floor of the shop. They locate a window and attempt to jump onto the roof of another building, directly next to the Twilight Furniture. Just as the Vanquisher successfully jumps onto the next building's roof, the Numidium destroys the Twilight Furniture building with its fist, generating a large cloud of concrete and glass.
  • Evading death

    Evading death
    The Vanquisher runs for their life as the Numidium's dedicated to slaughter. They jump from rooftop to rooftop, narrowly evading death each time. The Vanquisher crosses a perilous passageway between two buildings and jumps into an abandoned office building, entering the building by jumping through a closed window. The building itself is overrun with Cold Ones. After regaining their composure, the Vanquisher picks up their weapon and shoots a path through the Cold Ones.
  • Running to the top

    Running to the top
    The Vanquisher locates a staircase and ascends it. They start from the fifth floor. As the Vanquisher reaches the seventh floor, they look below only to see an uniformly black mass of Cold Ones follow them upwards. The Vanquisher panics and hastens their pace as they are being completely swamped with Cold Ones. After the Vanquisher reaches the thirteenth floor, the black mass of Cold Ones is now only a single floor away.
  • Numidium attacks

    Numidium attacks
    A loud scream penetrates the building. The Vanquisher stumbles and falls down on the stairs. As they lay on the ground, dozens of Cold Ones make their way to the fourteenth floor and surround the Vanquisher. They screech and point at them, as if they're attempting to communicate with each other. Before they can act, the Numidium strikes the building. Everything shakes as the Numidium's fist makes its way through the fourteenth floor.
  • Time stops

    Time stops
    Just as Numidium's fist reaches the Vanquisher, time stops. The Vanquisher is enveloped by a ball of energy. The Numidium's fist, the Cold Ones and the twisted metal of the building's collapse are all frozen in time. The Vanquisher, frightened, stands up and observes the sphere around them. It starts to decay into itself. As it collapses, the Vanquisher loses consciousness.
  • The Marukhati Selective begins

    The Marukhati Selective begins
    The Vanquisher awakens to find themselves laying on the floor. Their back is wet, indicating that they are lying on a puddle of water. The Vanquisher stands up to see a long dark hallway in front of them. Behind them is a brick wall. There's only one direction to go: forwards. The Vanquisher, breathing rapidly, starts to walk forwards. The ground below them is muddy, while the air is cold and smells of death.
  • Odd phenomena

    Odd phenomena
    The dark hallway the Vanquisher's traversing doesn't seem to be any place they've ever been to before. In fact, it seems to be some sort of a truly twisted alternative dimension. While walking through the dark corridor, the Vanquisher hears quiet rustling around them. These sounds grow louder and produce broken sentences like "...don't take us..." and "...why me...". The Vanquisher is terrified and can be heard breathing heavily as they walk forwards.
  • Things start to appear

    Things start to appear
    The Vanquisher hears laughing, coming from behind them. As they turn themselves backwards, they see a grinning dead-eyed face looking towards them. The face locks eyes with the Vanquisher. Terrified, the Vanquisher starts to run. They hear footsteps behind them as the disembodied face seems to belong to a living creature. The Vanquisher refuses to turn around and look again.
  • Continuing the walk

    Continuing the walk
    The Vanquisher runs for a few dozen feet, but tires quickly as the air inside the tunnel is damp and suffocating. Every time they look behind them, they see the disturbing face. If the Vanquisher attempts to walk towards the face, dark hands appear from the shadows and physically turn the Vanquisher the other way. The ambient sounds inside the tunnel have gradually turned into a kind of a distorted hum, constant and descending in pitch.
  • Reaching the end of the tunnel

    Reaching the end of the tunnel
    The Vanquisher reaches a dead end. They discover that they're physically incapable of turning around, as something invisible seems to be holding them in place. The Vanquisher feels warm breath on their neck. Something whispers "...what are you here for?". The Vanquisher answers "...the fourth tablet?". The disembodied voice asks "...why?". Before the Vanquisher can answer, the disembodied creature suddenly releases the Vanquisher and runs away, jolting them wide awake.
  • A pathway emerges

    A pathway emerges
    A hole appears in front of the Vanquisher. The Vanquisher enters the hole and finds themselves inside a cramped tunnel. They crawl forwards in complete darkness. The ambient sounds return, only this time they sound like distorted whispers. The Vanquisher can make out of only a single word: "Marukh". The Vanquisher continues to crawl forwards inside the endless-seeming tunnel as they're forced to listen to a sequence of horrifying sounds.
  • The tunnel ends

    The tunnel ends
    As the tunnel is completely pitch-black, the Vanquisher can't measure distance. They have to carefully examine their every move. The Vanquisher feels a cold breeze as they finally reach the end of the tunnel. The Vanquisher crawls out of the hole and stands up. They're now in an empty room, illuminated only by a single window. A cold breeze circulates inside the room, chilling the Vanquisher's wet skin. The Vanquisher is confused, terrified and injured. They just want to go home.
  • Meeting with the Order

    Meeting with the Order
    Four robed figures emerge from the shadows. Their faces are softly illuminated by dim light, revealing their inhuman glowing eyes. These figures do not speak. They simply observe the Vanquisher. Another low-pitched voice speaks to the Vanquisher, coming directly from behind their back. It asks "...do you know who we are?" The Vanquisher answers that they are the Alessian Order. The voice says "...correct."
  • The Vanquisher receives the Fourth Tablet

    The Vanquisher receives the Fourth Tablet
    The four figures continue to observe the Vanquisher in dead silence. The disembodied low-pitched voice says "...take this tablet." The four figures place the Fourth Tablet in front of the Vanquisher. Rather disturbingly, the figures never break eye contact while doing it. The disembodies voice says "...you will never return here". It elaborates "... this is the Void"
  • The Marukhati Selective ends

    The Marukhati Selective ends
    After the voice stops talking, the Vanquisher loses their consciousness. They wake up standing in front of a large group of individuals. Everything is a blur as the Vanquisher holds an object in front of them. The Vanquisher feels like their spirit is being molested by a dark presence. Eerie whispers speak of a "new kind of mind" and a "new type of body". The last thing the Vanquisher sees before pitch-black darkness is their soul being violently jerked away from their body.
  • Waking up in a new realm

    Waking up in a new realm
    The Vanquisher finds themselves inside a bluish alien dimension, below large floating rocky islands. They realize that they're inside the Colored Rooms, the corrupted realm of Meridia. Although the ambiance is pleasant and serene, the Vanquisher hears depraved screams, reminding them that the armies of the Cataclysm have taken over the realm. The Vanquisher discovers that they have turned into an incorporeal bodiless soul, invisible and weightless, allowing them to float and glide with freedom.
  • A corrupted dimension

    A corrupted dimension
    The Vanquisher ventures deeper into the realm, only to see death and destruction. Through their unholy ambitions, the Dragon League has corrupted and desecrated the Colored Rooms, turning it into a hellhole filled with ash and ruins. The Vanquisher sees large dark towers in the distance, which absorb the intrinsic Daedric energy of the realm and focus it into a central building. Curious, the Vanquisher heads out to investigate this building.
  • Entering Lord Marius's Temple

    Entering Lord Marius's Temple
    The Vanquisher sees a massive complex of palaces and castles, collectively titled the Lord Marius's Temple. Hundreds of Dragon League agents can be seen arriving to and departing from the Temple. All of the energy of Lord Meridia and the Colored Rooms appears to be channeled towards the Temple. Although the Vanquisher has turned into a spirit, they're still paranoid over being detected and move in the shadows.
  • Inside the Temple

    Inside the Temple
    Lord Marius's Temple is clean, proper and devoid of Cold Ones. There are dozens of men and women in suits running around the Temple, apparently working to coordinate the Dragon League's activities on Tamriel. There are phone lines, TV screens and even computers present inside the Temple, turning it into a malevolent inter-dimensional office building. As the Vanquisher glides through the Temple, they notice Agent Titus Senecus. The Vanquisher follows him closely.
  • Face to face with Lord Marius

    Face to face with Lord Marius
    The Vanquisher follows Senecus into a fancy office room. Inside the room, the Vanquisher comes face-to-face with Lord Marius, the immortal leader of the Dragon League. Afraid of being discovered, the Vanquisher hovers behind Senecus's back. Lord Marius mentions something about "keeping the tablets away from the Vanquisher" and asks of their whereabouts. This surprises the Vanquisher, as no one except Lord Meridia and the Order of Meridia has called them "The Vanquisher".
  • Lord Marius speaks of the Vanquisher

    Lord Marius speaks of the Vanquisher
    Senecus answers that the Vanquisher hasn't been seen for a week, and suggests that they're dead. Lord Marius retorts: "If the Vanquisher's dead, then I would be dead as well. Am I dead?". Lord Marius orders Senecus to "make sure that Agent C is well-fed and kept aware of Petronax's moves" and gives him a pat on the back. Lord Marius puts a "do not disturb" sign on his desk and leaves his office. As he exits the room, the Vanquisher follows him closely.
  • The Power Source

    The Power Source
    The Vanquisher follows Lord Marius into a vast dark chamber. All throughout the room are clusters of brightly shining crystals. Through openings in the ceiling, waves of energy are channeled into these crystals. The Vanquisher observes a dim figure of a woman inside one of the clusters, gently moving around. Lord Marius approaches the cluster and asks: "Meridia, my dear, how are we doing?". Whatever this cluster is, it appears to be the source behind Lord Marius's power.
  • Lord Marius suffers from interference

    Lord Marius suffers from interference
    Lord Marius raises his hands in the air and invokes the name of the Numidium. A guttural roar resonates as Lord Marius rises into the air. The Vanquisher notices their ethereal body glow an intense red color. This redness increases within seconds, making the ground below the Vanquisher glow. After a threshold is reached, the Vanquisher "explodes", shaking the ground. This outburst causes Lord Marius to fall to the ground. As he gets up, he looks towards the Vanquisher with diabolical rage.
  • The Second Act ends

    The Second Act ends
    Before Lord Marius can respond, the Vanquisher is jerked away from the Colored Rooms. They're now in an endlessly empty plain, left alone with their thoughts. After spending a few minutes in this pit of despair, things begin to change. Streaks of light and disembodied faces surround the Vanquisher's field of view. They feel heavy, as if someone's holding them down. Slowly but surely, they start to regain feeling in their legs and arms.
  • Additional information: Companion/Lover options for the Vanquisher

    Additional information: Companion/Lover options for the Vanquisher
    There are eight potential companions for the Vanquisher, all with unique capabilities and perks. Arima/Marchan are engineers, Vikmar/Do'zha are warriors, Psyria/Mikael are battlemages, Fedayan is a sneak and Saramae is a mage. All of these people can be romanced by the Vanquisher. Uniquely, Psyria and Marchan can be romanced by Vanquishers of both genders. Vikmar can only be romanced by a human Vanquisher, while Psyria can only be romanced by an Altmeri Vanquisher.
  • Alignments of the companions

    Alignments of the companions
    Psyria/Fedayan tend to gravitate towards violent/brash actions and will adore a maverick Vanquisher. Do'zha/Vikmar tend to assume calm/balanced positions and will adore a well-rounded Vanquisher. Arima/Marchan will gravitate towards sarcastic/trickster positions and will idolize a smartass Vanquisher. Saramae/Mikael will lean towards polite/charitable actions and will adore a chivalrous Vanquisher.
  • Companion: Saramae Envalur

    Companion: Saramae Envalur
    Saramae is an Altmeri mage and uses a combination of Alteration and Illusion. Her signature weapon is telekinesis, which she uses to disarm and crush her opponents. She can also use her knowledge to soul trap, frenzy and rout enemies. Saramae is the only companion to have knowledge of Restoration and uses it to heal the Vanquisher. Saramae is a calm and supportive companion, only angered if the Vanquisher kills surrendered enemies or pickpockets non-hostile people.
  • Companion: Mikael Corvidus

    Companion: Mikael Corvidus
    Mikael is an Imperial battlemage and uses a combination of modern weaponry and Destruction magic. Mikael's proficient in fire- and shock-based magic, can generate arcane force fields and uses a pistol as a sidearm. Mikael has a tendency to interact with almost everyone he sees, often forcing the Vanquisher to wait for him to finish conversations. As he is charismatic, Mikael can be used during conversations to successfully persuade people who would otherwise refuse the Vanquisher.
  • Companion: Vikmar Karlssen

    Companion: Vikmar Karlssen
    Vikmar Karlssen is a Nordic soldier and uses modern weaponry. His usual weapon is a shotgun, but he can also be spotted using an assault rifle. Vikmar is good at full-on assaults, due to his high health and his protective Oculatus armor. While travelling, Vikmar tends to be grouchy and caustic, rarely expressing genuine amazement over things. He dislikes stealth-based combat and calls the Vanquisher a "pussy" if he sees them sneak. Vikmar can be used during conversations to intimidate people.
  • Companion: Marchan Botrel

    Companion: Marchan Botrel
    Marchan is a Bretonic researcher and uses arcanoemitter-based weapons. His signature weapon is a repurposed welkynd car engine, which he has jury-rigged to shoot electric currents. He also wears an arcanoemitter-infused coat, which allows him to survive battle damage. While traveling, Marchan often comments on the inherent absurdity of Tamriel, such as "wow, this new amazing location looks exactly like the other 20 locations we've been to" or "why is there fresh bread in this ancient ruin?".
  • Companion: Fedayan Arinhari

    Companion: Fedayan Arinhari
    Fedayan is a Dunmeri sneak and uses stealth-based tactics during combat. His signature weapon is an Ebony blade he calls "My Hot-Hot Muthsera". Fedayan owns a cloaker and uses it to turn invisible, giving him an advantage during sneaking. He dislikes full-on assaults and refuses to take part in them. During missions, Fedayan can often be spotted drinking sujamma from a flask. If the Vanquisher forbids him from drinking, Fedayan uses his cloaker to turn invisible and hide his habits.
  • Companion: Do'zha Khaspar

    Companion: Do'zha Khaspar
    Do'zha is a Khajiiti soldier and uses modern weaponry. Her favorite weapon is a custom-engineered assault rifle she calls the "Widowmaker". Besides her weapon, Do'zha uses her sharp claws to kill her enemies in close combat. Do'zha is a relentless fighter and tends to storm at enemies without notifying the Vanquisher. If the Vanquisher stays in one spot for too long, Do'zha can be seen attempting to physically push the Vanquisher forwards.
  • Companion: Psyria Aelaire

    Companion: Psyria Aelaire
    Psyria is an Altmeri battlemage and uses a combination of modern weaponry and Destruction magic. She's especially proficient in life draining and soul absorption. Her signature weapon is an ornate Elvish pistol called the "Betlera". Psyria uses an arcanoemitter-infused robe, which allows her to run on walls, survive gunfire and jump to impressive heights. Psyria is a ruthless companion and pushes the Vanquisher to murder surrendered enemies, intimidate people and use underhanded tactics.
  • Companion: Arima Yosoko

    Companion: Arima Yosoko
    Arima is a Redguard researcher and uses arcanoemitter-based weapons. Her signature weapon is a gun capable of shooting streams of molten copper, which she calls "Sunder 2.0". Arima uses stealth-based tactics, as she has little health. As a companion, Arima has a propensity to over-analyze everything and a habit of talking to herself, which often alerts enemies to her and the Vanquisher's presence. She sometimes crawls into inaccessible areas and disappears, only to later reappear with rare loot.
  • Final timeline

    Final timeline